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  • Exploring the creative process in a brainstorming session to develop a web-based system for idea selection
    Publication . Rodrigues, Ana; Honório, David; Cabral, Diogo; Campos, Pedro F.; Pereira Campos, Pedro Filipe
    Betting on new and promising ideas is fundamental for innovation in various sectors, helping the world that faces so many adversi ties. To increase these ideas, the stages of evaluation and selection of ideas in the creative processes need to be improved and not neglected. To minimize this problem and contribute to the scien tific advance in the creativity-oriented HCI, we present a tool for selecting ideas used after brainstorming sessions. Our prototype is inspired by the conclusions of an observational study that we conducted with six students in a classroom, in which the students’ objective was to plan the making of a video for a social institution that helps the neediest people.
  • Many cues, few clues: identifying design opportunities for digital cues in physical rehabilitation processes
    Publication . Peres, Beatriz; Ader, Lilian G. Motti; Campos, Pedro F.; Pereira Campos, Pedro Filipe; Campos, Pedro
    Cueing is defined as the use of external temporal or spatial stimuli to facilitate the initiation and continuation of movement. For gait rehabilitation, cues can take the form of multimodal stimuli, providing metrics and instructions for patients to correct their movements, and can be used in multiple contexts and objectives. Therefore, the design space of interactive systems for rehabilitation is quite broad and there is a lack of systematic guidance for designers who are interested in creating and evaluating novel assistive tools. We performed a systematic literature review on the usage of cues in gait rehabilitation. In this paper, we present the preliminary results of this review, focusing on the use of digital and non-digital cues combined with mobility aid such as crutches. We discuss some considerations for future studies evaluating the design of assistive devices in physical rehabilitation and provide initial recommendations for context-adaptive digital cues, opening new perspectives for tailored and personalised gait training and rehabilitation.
  • The use of interactive technologies for education in pandemic and post-pandemic contexts: design implications
    Publication . Sousa, Duarte L.; Campos, Pedro; Matos, Sónia; Sousa, Duarte Luis; Campos, Pedro; Matos, Sónia
    This study investigates COVID-19’s impact on the educationsystem. It captures a multidimensional representation of teachers, students, and parents’ use of information communication technologies (ICTs) Sónia Matos ITI / LARSyS, University of Edinburgh sonia.matos@iti.larsys.pt According to UNESCO [1], compulsory confinement as a response to the COVID-19 pandemic [2], [3] and the consequent school clo sures affected 94% of the world’s student population with uncertain to mitigate this disruption caused by school closures. The study analyzes the evolving influences on individual and collective be haviour amid the pandemic. The methods consisted of a 5-week longitudinal study that included a survey and multiple interviews with the three stakeholder groups. The qualitative and quantitative data yielded the analysis of ICTs usage before and during social confinement. Further to our analysis, we categorize and discuss our findings. We also interpret results to capture design implications and generate a new concept for design. To finalize, we identified students’ learning loss and learning variability as pressing issues, despite the availability of technological mediums. We believe that a collaborative learning system could mitigate such a challenge. We believe that such a system could connect students to a teaching community and imbue a sense of togetherness within the context of distance education.
  • How do motivational text messages impact motivation to exercise?
    Publication . Duro, Ligia; Campos, Pedro F.; Romão, Teresa; Karapanos, Evangelos; Pereira Campos, Pedro Filipe; Karapanos, Evangelos
    We study the motives of regular and non-regular exercisers’ engagement with motivational text messages and the importance individuals attribute to visual presentation. A total of 160 individuals were surveyed (80 regular exercisers and 80 non regular exercisers). We found regular exercisers use motivational text messages in order to encourage their exercise routine. Non regular exercisers use motivational text messages mainly to try to boost their exercise motivation. Individuals, independent of their exercise profile, prefer to see motivational text messages presented in a mixed way, sometimes as text-only and sometimes embedded in a visual presentation. Participants reported that an aesthetically appealing visual presentation helps instill a positive feeling regarding the text, and the visual presentation was considered as important as the textual content. We conclude with a number of implications for the design of activity trackers.
  • You're the voice: evaluating user interfaces for encouraging underserved youths to express themselves through creative writing
    Publication . Gonçalves, Frederica; Campos, Pedro; Hanna, Julian; Ashby, Simone; Gonçalves, Frederica; Pereira Campos, Pedro Filipe
    Minority groups are the fastest growing demographic in the U.S. In addition, the poverty level in the U.S. is the highest it has been in the last 50 years. We argue that the communi ty needs more research addressing this user segment, and we present a novel study about how underserved youths react when presented with different UI designs aimed at promoting creative writing. The act of creative writing per se can become the driver of change among underserved teenagers, and researchers should strive to discover novel UI designs that can effectively increase this target group’s productivity, creativity and mental well-being. Using MS Word as baseline, our contribution analyzes the influence of a Zen-like tool (designed by the authors and called Haven), a nostalgic but realistic typewriting tool (Hanx Writer), and a stress-based tool that eliminates writer’s block by provid ing consequences for procrastination (Write or Die). Our results suggest that the Zen characteristics of our tool Ha ven were capable of conveying a sense of calm and concen tration to the users, making them feel better and also write more. The nostalgic Hanx typewriter also fared very well with regard to mental well-being and productivity, as meas ured by average number of words written. Contrary to our initial expectations, the stress-based UI (Write or Die) had the lowest productivity levels.
  • How does the visual aesthetics of positively-framed messages impact their motivational capacity?
    Publication . Duro, Ligia; Romão, Teresa; Karapanos, Evangelos; Campos, Pedro; Karapanos, Evangelos; Pereira Campos, Pedro Filipe
    Many people nowadays engage with motivational text messages embedded in a visual presentation. However, empirical studies of the impact of textual messages on users’ motivation to exercise have paid little attention to how their visual appeal impacts their motivational capacity. We conducted an online experiment to explore the impact of visual aesthetics on the motivational capacity of positively-framed textual messages. Participants were assigned to three conditions: positively-framed messages a) presented as text-only (no-aesthetics), b) presented with high visual appeal (beautiful), and c) presented with low visual appeal (ugly). Contrary to our expectations, the perceived visual appeal of a message show no impact on its motivational capacity in terms of how motivating it was perceived to be, nor on extrinsic identified behavior regulation. The implications of these results on the design of interactive systems, and physical activity trackers in particular, are discussed herein.
  • SCAH!RF: a novel wearable as a subconscious approach for mitigating anxiety symptoms
    Publication . Lopes, Laís; Campos, Pedro F.; dos Santos Lopes, Laís; Pereira Campos, Pedro Filipe
    Mobile and wearable interfaces have long been developed to improve mental health issues, including anxiety disorders, which represent a significant public health problem affecting more than 250 million people. However, most of the current approaches still operate in the so-called “reflective mind”, which hampers results since reflecting on your own health data can induce even more stress and anxiety. In this poster we introduce an alternative approach towards mitigating anxiety symptoms through the use of “subtle” wearable interfaces. Capitalizing on the subconscious processes of the mind is particularly attractive for anxiety disorders. We present a smart wearable in the form of a scarf that implements a subconscious, less-invasive approach in the design of assistive technologies for mental health. Preliminary results bring important implications for interaction design: combining psychological conditioning therapy (via a mobile app) with our smart scarf provides a solution that can be worn anytime anywhere to fight anxiety symptoms. But this work also raises many privacy and ethical concerns which should be discussed by the HCI community: how can designers balance the opaqueness of subconscious approaches with the necessary ethical transparency? And how can mental health technologies be conceived in such a way they do not instigate societal stigma in users?
  • User experience in an automated world
    Publication . Palanque, Philippe; Campos, Pedro F.; Nocera, José Abdelnour; Clemmensen, Torkil; Roto, Virpi; Pereira Campos, Pedro Filipe
    The aim of this panel is to raise awareness and to foster discussions around the notions of Automation and User Experience and their interplay in the design, development, evaluation and deployment of interactive systems. User Experience is taken in its broad meaning as defined in the white paper of https:// www.allaboutux.org/ [11]. As for automation we consider here its wide per spective as proposed in [4]– The Seven Deadly Myths of “Autonomous Sys tems”. In a time where there is strong push towards more and more automation in our daily life, the panel will question the impact of such trend on users’ experiences in multiple contexts such as work, entertainment, learning, as well as question other important emerging issues such as ethics, engagement and automation rationale.
  • User experiences and wellbeing at work
    Publication . Bhutkar, Ganesh; Roto, Virpi; Clemmensen, Torkil; Barricelli, Barbara Rita; Abdelnour-Nocera, Jose; Meschtscherjakov, Alexander; Lopes, Arminda Guerra; Campos, Pedro; Gonçalves, Frederica; Pereira Campos, Pedro Filipe; Gonçalves, Frederica
    As digitalization pervades diverse types of workplaces, an increasing part of employees’ work is with interactive technologies. Therefore, user experience of the technologies at work has an important influence to the job satisfaction, work motivation, and employee wellbeing. However, previous research on these topics rarely considers the digitalized work processes and the tools used at work. This workshop invites experts studying work with digital technologies to discuss the impact of these kind of tools on employee wellbeing. The UX@Work workshop aims to build a research agenda for tackling a multitude of overlooked research topics in this area.
  • Sense.Seat: inducing improved mood and cognition through multisensorial priming
    Publication . Campos, Pedro F.; Cabral, Diogo; Gonçalves, Frederica; Pereira Campos, Pedro Filipe; Gonçalves, Frederica
    ABSTRACT Diogo Cabral Madeira-ITI, Univ. of Madeira Campus Univ. da Penteada 9000-930 Funchal, Portugal +351 291 721 006 diogo.cabral@m-iti.org User interface software and technologies have been evolving significantly and rapidly. This poster presents a break through user experience that leverages multisensorial prim ing and embedded interaction and introduces an interactive piece of furniture called Sense.Seat. Sensory stimuli such as calm colors, lavender and other scents as well as ambient soundscapes have been traditionally used to spark creativity and promote well-being. Sense.Seat is the first computa tional multisensorial seat that can be digitally controlled and vary the frequency and intensity of visual, auditory and ol factory stimulus. It is a new user interface shaped as a seat or pod that primes the user for inducing improved mood and cognition, therefore improving the work environment.