As anyone who has witnessed firsthand knows, healthcare delivery in low-resource settings is fundamentally different from more affluent settings. Artificial Intelligence, including Machine Learning and more specifically Deep Learning, has made amazing advances over the past decade. Significant resources are now dedicated to problems in the field of medicine, but with the potential to further the digital divide by neglecting underserved areas and their specific context. In the general case, Deep Learning remains a complex technology requiring deep technical expertise. This paper explores advances within the narrower field of deep learning image analysis that reduces barriers to adoption and allows individuals with less specialized software skills to effectively employ these techniques. This enables a next wave of innovation, driven largely by problem domain expertise and the creative application of this technology to unaddressed concerns in LMIC settings. The paper also explores the central role of NGOs in problem identification, data acquisition and curation, and integration of new technologies into healthcare systems.
The trend of collecting information about human activities to inform and influence actions and decisions poses a series of challenges to analyze this data deluge. The lack of ability to understand and interact with this amount of data prevents people and organizations from taking the best of this information. To investigate how people interact with data, a new area of study called "Human-Data Interaction" (HDI) is emerging. In this article, we conduct a thorough literature review to create the big picture about the subject. We carry out a variety of analyses and visual examinations to understand the characteristics of existing publications, detecting the most frequently addressed research topics and consolidating the research challenges. Based on the needs of HDI we found in the analyzed publications, we organize a set of recommendations and evaluate online systems that demand intensive human-data interaction. The obtained results indicate there are still many open questions for this interesting area, which is maturing with an increase number of publications in the last years, and that systems with large amount of data openly available poorly meet the proposed recommendations.
Human-Computer Integration is an emerging research area in Computer Science that studies and analyses how the partnership between humans and computers are binded. This scientific article has the purpose for discuss and propose a new model to describe interactions among technological objects, applications, environments, and humans, based in a metaphor in biological interactions between technology and humanity.
The communication and interpretation of users' intentions play a key role in collaborative web discussions. However, existing computational mechanisms are not effective in supporting the expression of intentions during collaborations. In this article, we present the design of interactive mechanisms that allow users to make their intentions explicit. The study considered the domain of collaborative forums of software developers. The mechanisms design was based on semiotic principles and artifacts. They were implemented and evaluated to assess their effectiveness. We investigated to which extent the mechanisms support users in the task of interpreting message exchanges in forums that make use of the mechanisms. The results reveal the suitability of the designed inter- face elements, enabling more meaningful and successful communication.
This paper presents a systematic analysis of a game controlled by a Brain-Computer Interface (BCI) based on Steady-State Visually Evoked Potentials (SSVEP). The objective is to understand BCI systems from the Human-Computer Interface (HCI) point of view, by observing how the users interact with the game and evaluating how the interface elements influence the system performance. The interactions of 30 volunteers with our computer game, named "Get Coins," through a BCI based on SSVEP, have generated a database of brain signals and the corresponding responses to a questionnaire about various perceptual parameters, such as visual stimulation, acoustic feedback, background music, visual contrast, and visual fatigue. Each one of the volunteers played one match using the keyboard and four matches using the BCI, for comparison. In all matches using the BCI, the volunteers achieved the goals of the game. Eight of them achieved a perfect score in at least one of the four matches, showing the feasibility of the direct communication between the brain and the computer. Despite this successful experiment, adaptations and improvements should be implemented to make this innovative technology accessible to the end user.
Previous studies have emphasised that emoticons are able to express more than emotions, assuming a central role on computer mediation communication. Explicit consideration of intentions in computer systems might play a significant role for improving communication and collaboration. Nevertheless, web-mediated communication lacks elements that are natural in face-to-face conversation for signalling intention. In this article, we propose so-called Intenticons as a set of emoticons designed (and/or selected) to communicate intentions as an interactive mechanism to support users in expressing intentions. This study presents an experimental analysis to evaluate whether Intenticons designed in a participatory way convey intentions better than emoticons selected by designers in a non-participatory way. We rely on a theoretical framework based on Speech Act Theory and Semiotics to categorize different classes of intentions. The achieved results, based on statistical tests, revealed that the Intenticons were more adequate for most of the intention classes. Our findings demonstrated the value of the user involvement for obtaining adequate emoticons in intention sharing.
Technology is often not accessible to older adults, especially to those with cognitive impairments. Including people during the whole process of design can result in products or services that are more accessible and meaningful. This paper investigates how to include older adults with cognitive impairments in different phases of design. During 25 activities with a group of older adults, various challenges related to cognitive impairments emerged. We discuss these challenges present lessons learned as well as recommendations how to lead with these challenges.
This research aims to collect data about previous researches and low-cost solutions related to the use of a webcam as an assistive technology to further facilitate the use of computers, allowing physically disabled people to express and comunicate efficiently through technology.It also evaluates the solutions found in the context of public schools.
Web-mediated conversations require treating intentions more explicitly. Literature lacks adequate design methods and interactive mechanisms to support users in the sharing of intentions. This research assumes that icons representing emotions play a central role as means for aiding users to convey intentions in communication tasks. This article proposes a method to specify emoticons for representing the users’ intentions, named “intenticons”. The work explores Speech Act Theory and Semiotics in a conceptual framework to structure classes of intentions. We conduct participatory activities to experiment the method with 40 users. The obtained intenticons were evaluated with a different set of users to reveal their effectiveness. The obtained results suggest the feasibility of the method to select and enhance emoticons for intention expression. Evaluations point out that most of the achieved intenticons indicate an acceptable degree of representativeness for the intention classes.
Technology is often not accessible to older adults, especially to those with low digital literacy or cognitive impairment. One premise of participatory design is that involving stakeholders including potential users during the whole process of design and development can result in solutions that are more accessible and make more sense to a target population. However, involving older adults in the design process is not straightforward, especially when they have little or no experience with information technology or some form of cognitive impairment, such as early stages of dementia. We investigate how to facilitate the participation of older adults with and without cognitive impairments in the phase of low-fidelity prototyping. We report on participatory design activities conducted in a non-governmental home for older adults with low socio-economic status and present lessons learned and challenges for planning and conducting participatory design that complement the literature in this subject area. For example, participants showed they are capable of some level of abstraction, although literature indicates that older adults with cognitive impairments have difficulties in abstract thinking.
Regular school must be for all, and technologies used in educational activities should match the learning and development potential of each student, as well as the possibilities of teachers to insert these technologies into educational activities. However, not all technologies promote inclusive learning and teaching. Tangible User Interfaces (TUIs) promote sensory engagement involving various senses. TUIs can provide more accessibility for users and thus be powerful tools to promote inclusive education. This paper investigates the hypothesis that Participatory Design with inclusive education teachers facilitates the creation of technology for inclusion in the classroom. We report on a series of Participatory Design activities, and illustrate and discuss how these resulted in the creation of a technology that is relevant in the situated context of inclusive schools in a Brazilian municipality. The design process can be described as a process of mutual learning, also contributing to continuous in-service training of the teachers. A preliminary prototype evaluation indicates that the created technology can be adopted by involved teachers and students.
The project intended to create an online, cross-platform, trustworthy tool, for conducting the preliminary planning for kraft biorefineries and it's possible sub-products in a simple way, offering different levels of abstraction, and the possibility of users customizing their own modules which could be(if the creator so desires) uploaded to a database that other users could access and use the created modules.
The area ofthe Human-Computer Interaction (HDI) analizes the impacts caused by the collection, filtering, and processing of people's data from diverse sources. Some of these impacts are related to social and human values. Although some of the HDI literature discusses some human values, they are not discussed in a sistematic way. The objective of this paper is to show impacts of HDI related to human values. Focusing only on the data collection, we identified some complex questions that do not have easy solutions. We provide some pointers for how the studies in HDI can contribute to clarify some of these questions.
Evolution in the digital technologies has changed the way people interact with others mediated by those devices. In this paper, we argue that systems design needs to go beyond the meaningful interaction of people with computational systems, and include meaningful interaction among people that is mediated by computational artefacts, by rules and norms that guide people's actions, as well as by culture, values, and intentions. This paper presents a case study of design-in-use of a system for inclusive education teachers. The design process for the system is participatory and based on Organisational Semiotics, i.e., explicitly considers collaborative meaning construction and negotiation. We illustrate and discuss examples of meaning construction and evolution from the perspective of interface and interaction design.
Tecnologias são cada vez mais utilizadas como mediadoras do processo de ensino e aprendizagem. A Interface de Usuário Tangível é uma dessas tecnologias. Todo aluno é um ser único, porém, muitos dos trabalhos vistos na literatura são voltados para um público-alvo muito específico. Neste trabalho buscamos entender como desenhar recursos tecnológicos que possam ser utilizadas na educação inclusiva por professores e alunos independente de suas necessidades e habilidades. Neste artigo descrevemos a metodologia utilizada e relatamos as primeiras oficinas já realizadas apresentando implicações de design participativo de Interfaces de Usuário Tangíveis em contextos educacionais inclusivos
Introdução A biorrefinaria é uma unidade que integra processos de conversão de biomassa para a produção de combustíveis, energia e químicos. No Brasil, o setor florestal possui notável interesse na instalação de biorrefinarias, cujos projetos envolvem a orquestração de diferentes competências, como a minimização dos riscos econômicos, técnicos e de mercado, e a escolha da fração de biomassa a ser utilizada. O objetivo desse projeto é o de disponibilizar a engenheiros de empresas do setor florestal, consultorias, e estudantes uma ferramenta web, onde o usuário seja capaz de simular, por meio de diagramas de blocos, projetos de biorrefinarias de indústrias de papel e celulose, incluindo: rendimentos mássicos e energéticos da fábrica, caracterização composicional da matéria prima florestal (madeira, resíduos florestais) e uma análise técnico-econômica a respeito das opções de biorrefinarias do setor florestal. Resultados e Discussão A simulação dos balanços materiais e energéticos de biorrefinarias de indústrias kraft de papel e celulose, realizada em Excel, basearam-se, respectivamente, em rendimentos mássicos e balanços termodinâmicos. A metodologia adotada para tal simulação está esquematicamente representada pela Figura 1.
The mutual understanding of intentions is essential to human communication. A web-mediated communication lacks elements that are natural in face-to-face conversation. This fact requires treating intentions more explicitly in computer systems. Literature hardly explores design methods and interactive mechanisms to support users in this task. In this article, we argue that icons representing emotions play a central role as means for aiding users to express intentions. This research proposes a method to determine and refine icons aiming to represent and communicate the users' intentions via computer systems. The work explores a theoretical framework based on Speech Act Theory and Semiotics to analyze different classes of intention. The method is experimented in a case study with 40 users and the obtained results suggest its feasibility in the process of filtering, selecting and enhancing icons to communicate intentions.
Este trabalho tem como objetivo a análise e reflexão a respeito dos conjuntos de heurísticas para avaliação de jogos disponíveis na literatura.Estes conjuntos heurísticos atendem
Technology is often not accessible to older adults, particularly when it comes to people with dementia or other cognitive impairments. One way to try to solve this problem is by means of participatory design. Involving people throughout the process of creation of a particular product can arise solutions which are more accessible and make more sense to this target group. Getting to know people affected by a technology and understanding the context in which they live is essential for designing a technology for and with older people with dementia. In this paper, we present four activities that were conducted together with a group of older people who live at a nursing home in Campinas. Results indicate challenges for working with older people with or without dementia, for instance, related to the cognitive and executive complexity of participatory design methods and techniques.