2,658 research outputs found
Exploring Cultural Differences in HCI Education
The discipline of human-computer interaction has become a subject taught across universities around the world, outside of the cultures where it originated. However, the intercultural implication of its assimilation into the\ud
syllabus of courses offered by universities around the world remains underresearched. The purpose of this ongoing research project is to provide insights for these implications in terms of the student and teacher experience of HCI. How this subject is socially represented across the different universities studied is a key question. In order to develop intercultural awareness of these questions\ud
universities from UK, Namibia, Mexico and China are collaborating in a multiple case study involving students and lecturers engaged in evaluation and design tasks. Findings will then be used to propose an international HCI curriculum more supportive of local perspectives. This paper describes the initial steps of this study and some preliminary findings from Namibia, India and Mexico about cognitive styles and cultural attitudes
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Ethics and Design in the Brazilian Context
Often driven by practical and immediate requirements, more and more people are incorporating technology into a variety of aspects of their lives, often without reflecting on the consequences of using them. On the other hand, studies on interactive system development that lead to behavioral change have been gaining ground on the agenda of large HCI conferences. This movement brings to the forefront the fundamental issues of ethics in design and technology use. A designerâs intentions, when directing certain actions or behaviors, are not always explicit or desired by the stakeholders affected by the use of the technology. Systems that induce an undesired purchase, or even those that use conditioning strategies to cause a behavioral change are examples of such intentions. The challenge proposed is therefore about the relationship between design and personal freedom in a way that these technology users do not become victims, either passively or submissively, of the effects of its use. This advance allows for the redefinition of the relationship between man and technology, and the application of new forms of designing and developing interactive systems that take into account the ethical aspects of this relationship
HCI Support Card: Creating and Using a Support Card for Education in Human-Computer Interaction
Support cards summarise a set of core information about a subject. The
periodic table of chemical elements and the mathematical tables are well-known
examples of support cards for didactic purposes. Technology professionals also
use support cards for recalling information such as syntactic details of
programming languages or harmonic colour palettes for designing user
interfaces. While support cards have proved useful in many contexts, little is
known about its didactic use in the Human-Computer Interaction (HCI) field. To
fill this gap, this study proposes and evaluates a process for creating and
using an HCI support card. The process considers the interdisciplinary nature
of the field, covering the syllabus, curriculum, textbooks, and students'
perception about HCI topics. The evaluation is based on case studies of
creating and using a card during a semester in two undergraduate courses:
Software Engineering and Information Systems. Results show that a support card
can help students in following the lessons, remembering and integrating the
different topics studied in the classroom. The card guides the students in
building their cognitive maps, mind maps, and concept maps to study
human-computer interaction. It fosters students' curiosity and permanent
engagement with the HCI topics. The card usefulness goes beyond the HCI
classroom, being also used by students in their professional activities and
other academic disciplines, fostering an interdisciplinary application of HCI
topics.Comment: Workshop on HCI Education (WEIHC '19
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E-voting in Brazil - the risks to democracy
Literature has shown that countries with strong democratic traditions, such as the United States and Canada, are not yet using electronic voting systems intensively, due to the concern for and emphasis on security. It has revealed that there is no such thing as an error-free computer system, let alone an electronic voting system, and that existing technology does not offer the conditions necessary for a reliable, accurate and secure electronic voting system. In this context, then, what are the risks of e-voting to democracy? In what ways, if at all, can more fragile, less mature democracies be buttressed with e-voting systems? As a key component of e-democracy, it seems that e-voting technologies are to become more secure and increasingly reliable in the near future and will indeed be adopted in many countries. In what ways, if at all, will the introduction of such systems increase voter confidence in the political system, promote citizen engagement in political life, and nurture the evolution of democracy? If both e-voting and edemocracy are emerging based on popular demand - that is, as a demand-driven alternative to current processes, then there is no doubt that they are likely to enhance and improve the efficiency of traditional democracy. However, if e-voting technology is being introduced based on a supply-driven fashion - the technology exists therefore it should and must be implemented - then the implications for democracy should be considered. Brazil's introduction of e-voting offers a cautionary tale of supply-driven technological implication. The purpose of this paper is to demonstrate how the introduction of e-voting in Brazil is highly risky to democracy due to the lack of emphasis on security and the lack of a sociallyinformed and socially driven approach to technological innovation. The Brazilian example illustrates the democratic implications of a market-driven approach. The lack of a technology strategy designed to promote and extend democratic principles is not surprising given the closed door, market-based negotiations that led to the adoption of e-voting in Brazil. The promise, and indeed, the imperative of a democratic, voter-centered approach as an alternative for the development of an electronic voting system, is explored in the paper
Learning HCI Across Institutions, Disciplines and Countries: A Field Study of Cognitive Styles in Analytical and Creative Tasks
Human-computer interaction (HCI) is increasingly becoming a subject taught in universities around the world. However, little is known of the interactions of the HCI curriculum with students in different types of institutions and disciplines internationally. In order to explore these interactions, we studied the performance of HCI students in design, technology and business faculties in universities in UK, India, Namibia, Mexico and China who participated in a common set of design and evaluation tasks. We obtained participantsâ cognitive style profiles based on Allinson and Hayes scale in order to gain further insights into their learning styles and explore any relation between these and performance. We found participantsâ cognitive style preferences to be predominantly in the adaptive range, i.e. with combined analytical and intuitive traits, compared to normative data for software engineering, psychology and design professionals. We further identified significant relations between studentsâ cognitive styles and performance in analytical and creative tasks of a HCI professional individual. We discuss the findings in the context of the distinct backgrounds of the students and universities that participated in this study and the value of research that explores and promotes diversity in HCI education
Human computer interaction for international development: past present and future
Recent years have seen a burgeoning interest in research into the use of information and communication technologies (ICTs) in the context of developing regions, particularly into how such ICTs might be appropriately designed to meet the unique user and infrastructural requirements that we encounter in these cross-cultural environments. This emerging field, known to some as HCI4D, is the product of a diverse set of origins. As such, it can often be difficult to navigate prior work, and/or to piece together a broad picture of what the field looks like as a whole. In this paper, we aim to contextualize HCI4Dâto give it some historical background, to review its existing literature spanning a number of research traditions, to discuss some of its key issues arising from the work done so far, and to suggest some major research objectives for the future
The impact of an in-service professional development course on writing teacher attitudes and pedagogy
In education, it is commonly believed that the quality of teachers' learning experiences directly affects the quality of their students' learning experiences. Specifically, teachers' continuing learning may bring about positive effects on student learning. For the past ten years or so, research has emphasized the effects of professional development courses on teachers in hard science disciplines. Little attention has been paid to study the influences of those courses on teachers in the 'soft' sciences, such as English language, especially in the area of teaching of writing. Against this background, I undertook a study to investigate how an in-service professional development course influences the teaching attitudes of writing teachers who enrolled on the course and their teaching practice. I argue that the professional development course empowered the teachers with skills useful for the teaching of writing. I also argue that the course positively changed the attitudes of the teachers towards their practice in the teaching of writing. It is suggested that teachers need to engage in continuing professional development to improve the quality of their teaching
State of the Art in Educational Games Virtualization
Game Virtualization is a process of digital versions creation for traditional/ physical games. In education, this process aims to create digital versions for traditional/ physical educational games, keeping psychological and pedagogical concepts from traditional version, as well as associate these concepts to contemporary game design elements. In the last years, a series of studies and efforts have been done in this field, making room to important discussions regarding the results obtained and perspectives to future works. In this sense, this paper presents a state of the art in Educational Game Virtualization, as well as some discussions, challenges and directions to new studies in this field
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