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Publicações

Publicações por HumanISE

2021

Play to Design with Cards GO: A Card-Based Game for Game Design and Creativity

Autores
Fava, F; Cardoso, P; Melo, R; Raimundo, J; Mangueira, C;

Publicação
PERSPECTIVES ON DESIGN AND DIGITAL COMMUNICATION: RESEARCH, INNOVATIONS AND BEST PRACTICES

Abstract
Design thinking refers to a creative approach to deal with complex problems in design contexts. Originally harnessed by designers, it is today within everyone's reach, to be learned and employed in their practices. To make it accessible and tangible to those who are not designers, a number of tools began to be developed and systematized. Among those, we highlight the group of card-based tools, which enable individuals to develop their creativity and to generate innovative design concepts. In order to explore these tools and to provide a scenario for creative ideas, we developed a card-based game-Cards GO-and conducted a workshop experiment to evaluate the applicability of the game to conceive other game concepts. We assessed the results of the workshop from three points of view: (1) that of the researchers, through direct observation; (2) that of the participants, by means of a questionnaire about their intrinsic motivation; (3) that of three experts in game design. Overall, Cards GO presented itself as a valuable tool for game design, creative thinking and collaboration. However, it was observed that the developed game concepts needed to be better detailed.

2021

A Tool for Collaborative Anatomical Dissection

Autores
Roberto Zorzal, E; Sousa, M; Mendes, D; Figueiredo Paulo, S; Rodrigues, P; Jorge, J; Lopes, DS;

Publicação
Human - Computer Interaction Series

Abstract
3D reconstruction from anatomical slices permits anatomists to create three-dimensional depictions of real structures by tracing organs from sequences of cryosections. A wide variety of tools for 3D reconstruction from anatomical slices are becoming available for use in training and study. In this chapter, we present Anatomy Studio, a collaborative Mixed Reality tool for virtual dissection that combines tablets with styli and see-through head-mounted displays to assist anatomists by easing manual tracing and exploring cryosection images. By using mid-air interactions and interactive surfaces, anatomists can easily access any cryosection and edit contours, while following other user’s contributions. A user study including experienced anatomists and medical professionals, conducted in real working sessions, demonstrates that Anatomy Studio is appropriate and useful for 3D reconstruction. Results indicate that Anatomy Studio encourages closely coupled collaborations and group discussion, to achieve deeper insights. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2021.

2021

Evaluating Transitions for Streaming Big Data

Autores
Castanheira, F; Moreira, J; Mendes, D; Gonçalves, D;

Publicação
ICGI

Abstract
Visualizations for Streaming Big Data convey high volumes of information in real-time, making it challenging for people to grasp significant data changes. One solution could be having visualizations that change themselves according to the incoming data. However, these changes would need to be effectively conveyed. In this work, we propose a set of transitions between different pairs of visual idioms, aiming to aid users in keeping track of the information in real-time and notice relevant changes. We target transitions between Line charts, Heat maps, and Stream graphs. We conceived seven transitions that modify different properties of the visual elements for each pair of visual idioms, following a novel taxonomy for their conceptualization. To assess the performance of the transitions, we conducted an online user study with 100 participants. Results suggest that animations are indeed better to change between different visualization idioms than abrupt transitions. We also suggest transition techniques for each visualization pair, between those proposed, according to participants' preferences. Lastly, we identify which concepts of our taxonomy were more present in our suggested transitions.

2021

Graceful Degradation for Real-time Visualization of Streaming Geospatial Data

Autores
Rafael, J; Moreira, J; Mendes, D; Alves, M; Gonçalves, D;

Publicação
EuroVis (Short Papers)

Abstract

2021

Leadership Challenges in Agile Environments

Autores
Almeida, F; Simoes, J;

Publicação
INTERNATIONAL JOURNAL OF INFORMATION TECHNOLOGY PROJECT MANAGEMENT

Abstract
Several companies in the information technology field are progressively adopting Agile methodologies. This change necessarily transforms the management paradigm and poses new challenges to the leadership process. In this sense, this study seeks to explore the challenges perceived by leaders and perceive the competencies they should have to manage projects and teams in an Agile environment. The study used a survey to obtain data from 387 professionals in the information technology sector. The findings reveal the most important skills include the ability to have people skills, team management competencies, provide feedback on employee performance, and have problem-solving skills. Additionally, this study reveals people's management dimension is key to increasing productivity in Agile environments, and furthermore, respondents' years of experience proved to be discriminating in perceiving the importance of these skills. The outcomes of this study are relevant for companies that are migrating to the agile paradigm and are facing challenges in managing the leadership of these projects.

2021

Evaluation of the player's performance in entrepreneurship serious games

Autores
Almeida, F; Simões, J;

Publicação
Practical Perspectives on Educational Theory and Game Development

Abstract
Entrepreneurship serious games offer an innovative model for developing entrepreneurial skills with students. Furthermore, they provide a highly engaging and risk-free environment for students to become aware of the challenges posed in the early stages of building and developing a start-up. In this sense, it becomes relevant to explore the process of adopting this type of game in the classroom. This study aims to explore how the formative and summative components of an assessment are mapped into seven serious entrepreneurship games. Through this information, this study seeks to help instructors in the process of adopting a serious game and understanding how the evaluation of these games can be used in the context of an entrepreneurship course. © 2021, IGI Global.

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