
Currently, in the field of education, a multidisciplinary approach called STEM (Science, Technology, Engineering, and Mathematics) has emerged, which has been complemented by the culture of "doing", known as the Maker Movement. As a result of this complement, the STEM Maker teaching methodology has emerged, and its application has gained significant relevance due to the contrasting results with traditional teaching methods. In the present work the description of a practical case of teaching applying the STEM methodology is presented. This practice integrated 58 participants, manly students and professors at high school and professional level. The practical approach consisted in obtaining technological products based on the development of software and the implementation of Hardware. The participating population initially lacked the basic concepts required for the practice. However, at the end of the practical course, an analysis was carried out based on surveys applied to the participants in each class (class diary, self-evaluation, and quality interview) and the results showed that the learning acquired in many of the participants was sufficient to develop programming skills and electronics. In addition, the learning experience was more satisfactory as the course progressed because the new skills acquired by the participants generated greater confidence to be able to face the proposed challenges. The elements that the participants highlighted in a positive way were interacting with the components in a physical way, generating programming codes using their own logic, implementing the necessary hardware for an application and being able to visualize in real time the operation of their applications integrated by software and hardware.
This research focuses on the use of artificial intelligence and data analysis, both images and distances, to design a model capable of detecting pedestrians in the vehicle’s reverse camera, considering different road scenes to establish a more robust algorithm. The main objective is to address road safety issues affecting vulnerable pedestrians in collisions with backward-moving vehicles.
This research centers around utilizing artificial intelligence and data analysis to design a model capable of detecting the emotion of fear in women, this, using facial expressions and physiological signals obtained from non-intrusive sensors. The primary goal is to address the security concerns impacting women in shared transportation services in Mexico.
This work describes a didactic alternative for teaching Mazatec language based on Augmented Reality and contributing to the recover, diffusion, and conservation of the language. User-Centered Design (UCD) was used for designing the didactic tool. First, a contextual study was performed in the bilingual elementary school Ing. Jorge L. Tamayo located in Huautla de Jiménez, Oaxaca, Mexico. Next, user profiles, scenarios, and archetypes were constructed for designing a low fidelity prototype. Finally, the prototype was evaluated with usability metrics and feedback from users.
E-shopping sites use a variety of design elements that affect the shopping process and lead customers to favorable buying decisions. Such elements also play a significant role as impulse buying behavior triggers. In this exploratory study based on online questionnaires (N = 401), we investigated customers’ perception of the influence of eleven common e-shopping cues on their buying decisions and explored the connection between the perceived influence of the cues and the respondents’ gender, education level, and neuroticism. We found (1) that participants group the e-shopping cues by their influence power; (2) participants’ gender and educational level contribute to a more critical/favorable perception of some shopping cues; (3) a connection between a higher level of neuroticism and greater perceived influence of shopping cues, which results in lower shopping risks. Drawing on our research, we offer several design recommendations for the advancement of e-shopping websites, particularly concerning the implementation of e-shopping cues.
The design of persuasive information systems is taking importance especially those focused on sustainability. The participation of stakeholders in the process of designing persuasive information systems is hardly supported by tools available online. In this work we present a CASE Tool to aid the design of persuasive information systems. The Tool was designed, developed, evaluated with a case study and integrated to the OpenDesign platform to be available online to a wide audience. This CASE Tool is composed by artifacts of a process as a support to the first steps at the systems design phase. Our foundations take into account the socially-aware persuasive system design framework, with its persuasive principles, artefacts and process. Persuading and influencing people to achieve a target behavior through technologies can be more facilitated if designers have a CASE Tool as proposed.
The emergence of interest in design operations, or simply DesignOps, has been growing in the software industry and there is a need for research in order to assist in understanding it. In this context, the objective of this work was to build a model to evaluate design operations in teams that use agile methods. This is applied research and, regarding the approach, it is a combined or mixed research, based on the evaluation design model. The methodology used to build DoTA - DesignOps Teams Assessment - was to carry out an integrative literature review to map the current state-of-the art in design operations research, data collection through exploratory survey, construction of the assessment instrument employed in the maturity assessment of five DesignOps teams in the development of mobile applications for a financial institution and subsequent diagnosis of the instrument by the participants of the evaluation process. It is structured as an assessment involving three evaluation dimensions (people, processes, and ecosystem), subdivided into ten skills (organize, collaborate, grow, standardize, share, prioritize, build, measure, socialize, disseminate). This arrangement that involves dimensions and skills was the basis for its construction, presenting clear and measurable aspects to evaluate design operations. Most of the assessed teams showed an intermediate level of maturity in DesignOps, with teams being appointed as practitioners, characterized by the understanding of the function and value of DesignOps by the leader or some members of the team. The Cambridge Process Approach was used to evaluate DoTA. The results support the validity of DoTA, in the financial institution where it was applied, regarding its feasibility, utility and usability.
During early stages of human life, childhood represents a crucial period for development, characterized by rapid growth and maturation of the brain and central nervous system. Research has founded a connection between brain maturity and learning disabilities. When academic difficulties arise, therapeutic interventions focus on children´s stimulating sensory-motor functions. However, the current approach to sensory integration therapy has several challenges: it is time-consuming, relies heavily on the therapist's clinical expertise, and physical objects’ availability. To address this issue, we evaluated an exergame, in collaboration with an institution focused on sensory integration therapy. Over a period of five months, we explored the use of supportive learning therapy serious mini-games and assess its impact. Our findings indicate the serious game affect positively the children's their results in Battelle Developmental Inventory Test, and Frostig Development Test of Visual Perception.
Recycling in Mexican society faces challenges due to the lack of successful programs and limited citizen interest, resulting in the accumulation of solid waste in landfills. To address this issue, it is proposed to develop an interactive prototype of a container for primary school children in Huajuapan de León, Oaxaca. The prototype, based on technology and multimedia content, aims to promote awareness and proper plastic sorting. A Design Thinking approach will be applied to understand user needs and materialize the functional proposal. It is expected that this prototype will encourage plastic collection and sorting in primary schools, thereby improving recycling habits in the community.
Autism Spectrum Disorder (ASD) is a neurodevelopmental disorder that affects communication, social interaction, and personal interests in diverse manners on different individuals, requiring tailored therapies and interventions to address the specific needs of each affected person. Digital resources like websites and mobile apps have emerged as popular options to enhance the quality of life for individuals with ASD, and may provide or fit the necessary personalized adaptations for each user. However, limited information exists on the integration and effectiveness of these resources, leading to potential issues with usability, quality, and ergonomics. Moreover, the lack of consensus on usability criteria importance and relevance further complicates the development of digital solutions for this population. This study presents the results of an empiric crowdsourcing study that aimed to establish the relevance and importance of software usability and accessibility guidelines for individuals with ASD. Through a web application, data was collected from contributors with diverse profiles, who prioritized guidelines based on their significance according to each contributor knowledge and opinions. This work discusses the findings from 148 valid contributions collected from anonymous users with different profiles.
This paper presents the design of a platform for training hearing personnel that provide healthcare services to deaf people so they can communicate using a sign language. The design of the platform, referred to as Huitzilin, has been based on a variation of the Lean UX methodology, following two iterations of four major steps: user research, statement of assumptions, construction of a minimum viable product (MVP), and evaluation of the user experience. From user research, a collection of the most used phrases in the context of a medical consultation was derived. Emphasis was placed on respiratory conditions, as this work was conducted during the pandemic period. Prior to training, those phrases would be translated into sign language. In our case, we are focusing on LSM (Lengua de Señas Mexicana), Mexico's official sign language. During a training session, learners are expected to come to a room equipped with a large screen and an RGB-D camera, so they can learn how relevant phrases are expressed in LSM and replicate them. Learners will be provided with automatic recognition feedback on how close their sign language phrases are with respect to those produced by experts, so they can improve and learn new phrases. An MVP has been presented to potential users and feedback has been used to produce an improved design that can be used as the basis for implementing the platform. Deaf persons and sign language interpreters have collaborated to produce versions of relevant phrases using LSM. Huitzilin is intended as a step towards the construction of bridges to facilitate the communication between the hearing and deaf communities, in an effort to generate inclusiveness in essential services, such as healthcare.
The research proposes a Plain Language Guide for graphic design, aiming to make information more understandable for end users during their interactions in open government data systems, dashboards and reports. The Guide was developed based on practices collected in a literature review and presents 55 guidelines for the design of the most common graphs such as bars, pies, lines, etc. In a preliminary study, adapting the Technology Acceptance Model (TAM), professionals from public organizations positively evaluated the Guide, considering it useful. However, they did not fully follow the Guide’s guidelines when creating the graphics. Despite this, the Guide has potential to improve the comprehensibility of data visualizations.
Santa María Ixcatlán is a community located in the Cañada Oaxacan Region, currently there are only four speakers of the Ixcatecan language, for this reason it is important to rescue this indigenous language. Following the phases of the Design Thinking methodology, a contextual study was carried out with interviews and empathy maps to detect the needs of the users, all the possible solutions were analyzed and the best one was chosen, then a serious game prototype was designed for the learning of the Ixcateco, this includes vocabulary of animals, colors and fruits, finally, the design was evaluated through usability tests with five users, the results obtained were 100% efficacy, 100% efficiency and 8.45 satisfaction rating.
La insuficiente lactancia materna exclusiva para bebés en América Latina plantea desafíos para la salud infantil, obstaculizando que la región alcance el Objetivo de Desarrollo Sostenible (ODS) 3. Factores como enfermedades crónicas, cirugías mamarias y partos prematuros pueden dificultar la capacidad de las madres para amamantar. Ante esta problemática, la donación de leche se presenta como una alternativa altamente deseable, sin embargo, la falta de centros de donación, el escaso conocimiento sobre bancos de leche y mitos infundados previenen que las madres busquen donar leche. Para mejorar la salud materna-infantil en la región, proponemos AmamantApp, una aplicación diseñada en base a un estudio de usuario con madres peruanas que usa historias del impacto positivo de la donación en madres y niños, guías interactivas para evaluar la elegibilidad de donación, sugerencias de centros cercanos para donar y foros de interacción para motivar a las madres a donar y acompañarlas en el proceso de donación.
El ciclismo es beneficioso para la salud y el medio ambiente, pero la falta de infraestructura y seguridad dificulta su práctica en muchas partes del mundo. Esto limita las posibilidades de regiones enteras, como América Latina, de contar con ciudades y comunidades sostenibles (ODS 11) que promuevan salud y bienestar en sus ciudadanos (ODS 3). Por ejemplo, en ciudades como Guayaquil, Ecuador, las altas tasas de robos y muertes violentas, así como la falta de ciclovías y de sistemas policiales efectivos, hacen del ciclismo una actividad riesgos. Con el propósito de enfrentar y recobrar los espacios urbanos, los ciclistas en ciudades como Guayaquil se auto-organizan en comunidades. A pesar de estos esfuerzos, los problemas de inseguridad para los ciclistas persisten. Tras un año de colaboración entre estudiantes y la comunidad Ecuaciclismo en Guayaquil, proponemos el módulo de seguridad "SafeBikers", integrado en la aplicación comunitaria de ciclismo "EcuaciclismoApp". Esta resalta y la solidaridad entre ciclistas y ciudadanos, permitiendo a individuos y negocios apoyar y ayudar a ciclistas durante sus rutas, mientras todos trabajan hacia ciudades más seguras.
The rapid development of technology, widespread in our daily lives, is allowing the design of more complex ubiquitous environments. These challenges can lead to design opportunities and bring to the Human-Computer Interaction (HCI) community an opportunity to revisit Weiser’s original ideas about ubiquitous computing and new perspectives on interaction. According to Weiser’s vision, computing should not take us away from the world around us, and from other people. Therefore, this paper aims to uncover aspects related to intersubjectivity presented in a remote experience of children’s interaction with the Aquarela Virtual System (AVS). The AVS allows remotely situated children to interact with other children by using objects enriched with technology, which can be their own toys, related to elements of the Aquarela song. Also, children can express their emotional states with emojis. The AVS was designed from a socioenactive perspective on interaction that emphasizes the mutual influence between human actions, the environment formed by ubiquitous technologies, and our interpersonal relationships with others. We applied a Thematic Analysis approach to data collected from interaction of a group of children in order to find common patterns. Findings of the analysis allow us to raise different aspects of intersubjectivity, contributing to inform the design of ubiquitous systems in a socioenactive perspective.
Attention Deficit Hyperactivity Disorder (ADHD) is considered a mental disorder by the World Health Organization (WHO). It is characterized by a persistent pattern of inattention or hyperactivity-impulsivity, which has a direct negative impact on the academic, occupational, or social functioning of individuals affected by it. ADHD was once considered a childhood condition; however, there is clinical evidence that deficits do not disappear over time. In academic settings, it has been observed that university students with ADHD face difficulties in achieving goals, have lower grade averages, and experience high rates of dropout and failure. Various studies have shown that incorporating Physical Activity (PA) into the routines of adults with ADHD has contributed to improving cognitive function levels, making it an important tool for enhancing brain activity, including positive effects on planning, inhibition, mental flexibility, and working memory. Based on the above, this thesis aims to create a functional prototype of a mobile application that allows the management of physical activity routines, which can help compensate for the effects of ADHD in university students. The Design Thinking methodology will be implemented to carry out this project.
This research is centered on the development of a virtual reality (VR) environment designed for practicing continuous simple suturing techniques, offering a solution to the challenges faced by medical students, including the constraints imposed by the pandemic, limited physical space, and shortages of necessary materials. The study encompasses five distinct phases: Research, Design, Development, Testing and Evaluation, and Analysis and Conclusions, each methodically pursued to attain the predetermined research objectives. The research project was executed through an experimental study, involving the administration of tests and the collection of both quantitative and qualitative data. Eleven fourth-semester medical students from the Autonomous University of Aguascalientes actively participated in the study, conducting tests and evaluating the performance and utility of the VR environment as an educational tool. The outcomes were notably positive, with participants affirming the utility and engagement value of the VR environment for knowledge acquisition. They underscored its remarkable capacity to provide a lifelike suturing practice experience, even within a virtual environment. This project introduces the initial iteration of the VR environment, showcasing its effectiveness as an educational instrument for suturing techniques. The findings substantiate its practicality, demonstrating that VR environments present an effective alternative to overcome the limitations inherent in surgical practice.
This study examines the effectiveness of a WhatsApp e-commerce chatbot, integrated with agent support, implemented for The Coca-Cola Company (TCCC) in the Mexican market. The engineering process, chatbot design, development, and the expansion of this concept to a global chatbot orchestrator are discussed. Using Google Analytics, data from 2022 is analyzed, focusing on specific demographic segments and comparing the chatbot’s performance with its web-based counterpart. Findings reveal a counterintuitive result: the WhatsApp e-commerce chatbot appeals to adults-older adults (+45 years) and females consumers for FMCG, Food and Beverages category, leading to higher conversion rates than the conventional web channel for this groups. Results suggest that managing a botview and web channel independently allows for tailored optimization strategies for each demographic segment. Chatbot surpassed its web-based counterpart in e-commerce total revenue contribution in 2022, in the market with the highest penetration of the Coca-Cola brand globally, becoming the primary reference channel for consumers. This study proposes that WhatsApp chatbots have the potential to become an established omnichannel reference for e-commerce.
Traditional education faces the challenge of adapting quickly to the needs of the current student population, which has unique characteristics due to the wide range of technological offerings and the historical period they have lived through (in particular, the COVID-19 pandemic). One of the alternatives that have proven to be useful as a complement to the learning process is the use of digital tools that incorporate the principles of gamification. Our project presents the design and development of a digital tool for this purpose, called piensaRápido, which has been developed using a User-Centered Design approach.