Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 20 de 21
Filter
1.
Heliyon ; 9(7): e17572, 2023 Jul.
Article in English | MEDLINE | ID: mdl-37456025

ABSTRACT

Background: Mobile healthcare apps have transformed the healthcare industry and these apps can now be used for educational and preventive purposes, as well as providing valuable information for self-care. Apps related to Parkinson's disease can help from diagnoses to treatment, however the purpose of the app in this study is to inform and to educate. Objective: To describe user appraisal of the refinement of a Parkinson's Disease app through a technical evaluation by researchers in the technological area of Human-computer Interaction HCI and usability from the perspective of the end user. Methods: Technological development research of heuristic evaluation and user experience study carried out for usability testing, where the profile of users were surveyed and usability was evaluated by HCI researchers and end users. Results: Parkinsonians with a recent diagnosis showed the greatest interest in the app. The final version of the app was ready after modifications proposed by experts and users. The app achieved an excellent usability rating, when rated on the Brooke scale in regard to user evaluation. Conclusion: Structured strategies to promote greater adherence contribute to increased usability, and may allow for greater autonomy in care and early identification of symptoms.

2.
Heliyon ; 9(6): e17043, 2023 Jun.
Article in English | MEDLINE | ID: mdl-37484392

ABSTRACT

As a consequence of technological advances, the number of devices has increased, with the emergence of different smartphones, tablets, and smartwatches present in both personal and professional activities. As a result, mobile applications have been developed, and with them comes the need for techniques and methods that provide support for conducting evaluation and prototyping since the current approaches are limited and cannot support the complexity and the need for understanding the context. The overall goal of the study is to evaluate the applicability of adopting a situated and embodied approach to mobile application usability testing. The aspects of postmodern and phenomenological approaches were taken into consideration. The study was conducted using the technique of digital ethnography, in particular the re-enactment technique, combined with qualitative research techniques to capture the evidence that the situated and embodied approach allows for capturing the perceptions and experience of the participants about the use of the application under evaluation. As motivation, there is the theoretical and methodological evolution and contribution and the proof that the postmodern and situated approach allows us to evaluate the usability of mobile applications in a complete way, considering the context and the user experience. The results show aspects of experience, reflections, perceptions, contingencies, practices, and meanings that go beyond the complexity of interactions and context with the use of the application, reinforcing the effectiveness of the use of the situated prototyping approach.

3.
PeerJ Comput Sci ; 9: e1219, 2023.
Article in English | MEDLINE | ID: mdl-37346508

ABSTRACT

Background: In recent years, there has been an increasing interest in customer experience (CX) and its relation to the human-computer interaction (HCI) field. The CX is different depending on the domain in which it is studied, and therefore its dimensions may vary. Methodology: This research presents an extensive review of 122 studies related to CX definitions and dimensions that have been proposed in different domains, including an analysis from an HCI perspective. The guidelines proposed by Kitchenham & Charters (2007) were used, complementing the review with a snowballing approach. Results: We identified 71 CX definitions (where 14 definitions highlight HCI aspects), 81-dimensional proposals (where 24 proposals contain HCI aspects), and 39 application domains (where 18 domains cover topics related to HCI). However, we did not find CX definitions or dimensions directly focused on HCI. Based on the results, a novel CX definition and dimensions-focused on the HCI area-are proposed and activities that the authors should perform when proposing new CX dimensions in domains related to HCI are suggested, i.e., domains that involve the interaction of a user (or customer) with a software product. Conclusions: Implications for future practice focus on facilitating the understanding of the CX concept and its relationship with HCI; recognizing the key CX dimensions for different domains and how they relate to HCI dimensions; and helping in the creation of new CX dimensions by suggesting activities that can be performed. The results show that there are opportunities for HCI/CX researchers and practitioners to propose new dimensions of CX for a domain related to HCI, develop instruments that allow the evaluation of CX from an HCI point of view, and perform reviews on a particular domain relevant to HCI but less studied.

4.
Front Digit Health ; 5: 1143528, 2023.
Article in English | MEDLINE | ID: mdl-37077406

ABSTRACT

Objective: Lactation consultants (LCs) positively impact chestfeeding rates by providing in-person support to struggling parents. In Brazil, LCs are a scarce resource and in high demand, risking chestfeeding rates across many communities nationwide. The transition to remote consultations during the COVID-19 pandemic made LCs face several challenges to solve chestfeeding problems due to limited technical resources for management, communication, and diagnosis. This study investigates the main technological issues LCs have in remote consultations and what technology features are helpful for chestfeeding problem-solving in remote settings. Methods: This paper implements qualitative investigation through a contextual study ( n = 10 ) and a participatory session ( n = 5 ) to determine stakeholders' preferences for technology features in solving chestfeeding problems. Findings: The contextual study with LCs in Brazil characterized (1) the current appropriation of technologies that help during consultations, (2) technology limitations that affect LCs' decision-making, (3) challenges and benefits of remote consultations, and (4) cases that are easy and difficult to solve remotely. The participatory session brings LCs' perceptions on (1) components for an effective remote evaluation, (2) preferred elements by professionals when providing remote feedback to parents, and (3) feelings about using technology resources for remote consultations. Conclusion: Findings suggest that LCs adapted their methodologies for remote consultations, and the perceived benefits of this modality show interest in continuing to provide remote care as long as more integrative and nurturing applications are offered to their clients. We learned that fully remote lactation care might not be the main objective for overall populations in Brazil, but as a hybrid mode of care that benefits parents by having both modalities of consultations available to them. Finally, remote support helps reduce financial, geographic, and cultural barriers in lactation care. However, future research must identify how generalized solutions for remote lactation care can be, especially for different cultures and regions.

5.
Sensors (Basel) ; 23(6)2023 Mar 09.
Article in English | MEDLINE | ID: mdl-36991680

ABSTRACT

Haptic devices transmit information to the user, using tactile stimuli to augment or replace sensory input. People with limited sensory abilities, such as vision or hearing can receive supplementary information by relying on them. This review analyses recent developments in haptic devices for deaf and hard-of-hearing individuals by extracting the most relevant information from each of the selected papers. The process of finding relevant literature is detailed using the PRISMA guidelines for literature reviews. In this review, the devices are categorized to better understand the review topic. The categorization results have highlighted several areas of future research into haptic devices for hearing-impaired users. We believe this review may be useful to researchers interested in haptic devices, assistive technologies, and human-computer interaction.


Subject(s)
Self-Help Devices , Touch Perception , Humans , Haptic Interfaces , Touch
6.
Sensors (Basel) ; 23(4)2023 Feb 13.
Article in English | MEDLINE | ID: mdl-36850707

ABSTRACT

New ways of interacting with computers is driving research, which is motivated mainly by the different types of user profiles. Referred to as non-conventional interactions, these are found with the use of hands, voice, head, mouth, and feet, etc. and these interactions occur in scenarios where the use of mouse and keyboard would be difficult. A constant challenge in the adoption of new forms of interaction, based on the movement of pointers and the selection of interface components, is the Midas Touch (MT) problem, defined as the involuntary action of selection by the user when interacting with the computer system, causing unwanted actions and harming the user experience during the usage process. Thus, this article aims to mitigate the TM problem in interaction with web pages using a solution centered on the Head Tracking (HT) technique. For this purpose, a component in the form of a Bar was developed and inserted on the left side of the web page, called the Pactolo Bar (PB), in order to enable or disable the clicking event during the interaction process. As a way of analyzing the effectiveness of PB in relation to TM, two stages of tests were carried out based on the collaboration of voluntary participants. The first step aims to find the data that would lead to the best configuration of the BP, while the second step aims to carry out a comparative analysis between the PB solution and the eViacam software, whose use is also focused on the HT technique. The results obtained from the use of PB were considered promising, since the analysis of quantitative data points to a significant prevention of involuntary clicks in the iteration interface and the analysis of qualitative data showed the development of a better user experience due to the ease of use, which can be noticed in elements such as the PB size, the triggering mechanism, and its positioning in the graphical interface. This study benefits in the context of the user experience, because, when using non-conventional interactions, basic items such as aspects of the graphic elements, and interaction events raise new studies that seek to mitigate the problem of the Midas Touch.


Subject(s)
Computer Systems , User-Computer Interface , Humans , Data Accuracy
7.
Sensors (Basel) ; 23(4)2023 Feb 18.
Article in English | MEDLINE | ID: mdl-36850892

ABSTRACT

Understanding users' visual attention on websites is paramount to enhance the browsing experience, such as providing emergent information or dynamically adapting Web interfaces. Existing approaches to accomplish these challenges are generally based on the computation of salience maps of static Web interfaces, while websites increasingly become more dynamic and interactive. This paper proposes a method and provides a proof-of-concept to predict user's visual attention on specific regions of a website with dynamic components. This method predicts the regions of a user's visual attention without requiring a constant recording of the current layout of the website, but rather by knowing the structure it presented in a past period. To address this challenge, the concept of visit intention is introduced in this paper, defined as the probability that a user, while browsing, will fixate their gaze on a specific region of the website in the next period. Our approach uses the gaze patterns of a population that browsed a specific website, captured via an eye-tracker device, to aid personalized prediction models built with individual visual kinetics features. We show experimentally that it is possible to conduct such a prediction through multilabel classification models using a small number of users, obtaining an average area under curve of 84.3%, and an average accuracy of 79%. Furthermore, the user's visual kinetics features are consistently selected in every set of a cross-validation evaluation.

8.
JMIR Hum Factors ; 10: e43135, 2023 Apr 03.
Article in English | MEDLINE | ID: mdl-36634267

ABSTRACT

BACKGROUND: The potential of chatbots for screening and monitoring COVID-19 was envisioned since the outbreak of the disease. Chatbots can help disseminate up-to-date and trustworthy information, promote healthy social behavior, and support the provision of health care services safely and at scale. In this scenario and in view of its far-reaching postpandemic impact, it is important to evaluate user experience with this kind of application. OBJECTIVE: We aimed to evaluate the quality of user experience with a COVID-19 chatbot designed by a large telehealth service in Brazil, focusing on the usability of real users and the exploration of strengths and shortcomings of the chatbot, as revealed in reports by participants in simulated scenarios. METHODS: We examined a chatbot developed by a multidisciplinary team and used it as a component within the workflow of a local public health care service. The chatbot had 2 core functionalities: assisting web-based screening of COVID-19 symptom severity and providing evidence-based information to the population. From October 2020 to January 2021, we conducted a mixed methods approach and performed a 2-fold evaluation of user experience with our chatbot by following 2 methods: a posttask usability Likert-scale survey presented to all users after concluding their interaction with the bot and an interview with volunteer participants who engaged in a simulated interaction with the bot guided by the interviewer. RESULTS: Usability assessment with 63 users revealed very good scores for chatbot usefulness (4.57), likelihood of being recommended (4.48), ease of use (4.44), and user satisfaction (4.38). Interviews with 15 volunteers provided insights into the strengths and shortcomings of our bot. Comments on the positive aspects and problems reported by users were analyzed in terms of recurrent themes. We identified 6 positive aspects and 15 issues organized in 2 categories: usability of the chatbot and health support offered by it, the former referring to usability of the chatbot and how users can interact with it and the latter referring to the chatbot's goal in supporting people during the pandemic through the screening process and education to users through informative content. We found 6 themes accounting for what people liked most about our chatbot and why they found it useful-3 themes pertaining to the usability domain and 3 themes regarding health support. Our findings also identified 15 types of problems producing a negative impact on users-10 of them related to the usability of the chatbot and 5 related to the health support it provides. CONCLUSIONS: Our results indicate that users had an overall positive experience with the chatbot and found the health support relevant. Nonetheless, qualitative evaluation of the chatbot indicated challenges and directions to be pursued in improving not only our COVID-19 chatbot but also health chatbots in general.

9.
Neural Comput Appl ; 35(11): 7913-7924, 2023.
Article in English | MEDLINE | ID: mdl-34642548

ABSTRACT

Autism spectrum disorder (ASD) is a neurodevelopmental disorder defined as persistent difficulty in maturing the socialization process. Health professionals have used traditional methods in the therapies performed on patients with the aim of improving the expression of emotions by patients. However, they have not been sufficient to detect the different emotions expressed in the face of people according to different sensations. Therefore, different artificial intelligence techniques have been applied to improve the results obtained in these therapies. In this article, we propose the construction of an intelligent mirror to recognize five basic emotions: angry, scared, sad, happy and neutral. This mirror uses convolutional neural networks to analyze the images that are captured by a camera and compare it with the one that the patient should perform, thus supporting the therapies performed by health professionals in children with ASD. The proposal presents the platform and computer architecture, as well as the evaluation by specialists under the technology acceptance model.

10.
Disabil Rehabil Assist Technol ; 16(8): 807-820, 2021 Nov.
Article in English | MEDLINE | ID: mdl-32730725

ABSTRACT

PURPOSE: Propose and develop new multimodal interfaces that allow people with motor impairments to control mass use applications in a natural way through gestures and voice. METHODS: A multimodal interaction interface was developed for using Google Chrome, Gmail and Facebook applications through gestural and verbal commands. The interface activates mouse and keyboard commands from the processing of voice signals and videos of the user's head movement. The interface does not disable traditional keyboard and mouse functions; moreover, it only requires a webcam and a microphone, which are usually built into portable computers. RESULTS: The tests were performed on three groups of people: young adults, older adults and people with motor impairments. The verbal interaction was tested on a total of 189 voice commands with an average performance of 75.7% and a total of 105 dictations. The dictations had an average of 13 words; the system had a performance of 81.1%. Moreover, the gestural interaction activated 126 commands without errors using a drop-down menu; a click was activated 84 times with a success rate of 70.2%. CONCLUSION: The motor impairments group especially valued the option of using Google Chrome, Gmail and Facebook without physically manipulating a mouse and keyboard. This group showed a greater preference for verbal control than for gestural control. An adaptation period is required for the adults group to acquire greater skill in using the interface. The young adults group preferred the types of interactions they are accustomed to due to their familiarity with Information and Communication Technologies (ICT); they considered the interface fun.Implication for rehabilitationComputers and their applications were conceived with unnatural interaction mechanisms, such as the keyboard and mouse, which prevent their use by people with psychophysiological limitations or digital literacy. For this reason, the need arises to design new natural interfaces commanded by gestures and voice.It is necessary to develop low-cost interfaces that can control mass-use applications such as Google Chrome, Facebook and Gmail, which do not require additional hardware using webcams and microphones, which are usually integrated into laptops.The development of these multimodal interfaces improves the quality of life of people with motor impairments, allowing them to have access to Information and Communication Technologies (ICT).


Subject(s)
Quality of Life , User-Computer Interface , Aged , Computers , Gestures , Humans , Internet
11.
Sensors (Basel) ; 20(14)2020 Jul 15.
Article in English | MEDLINE | ID: mdl-32679704

ABSTRACT

The ever-growing and widespread use of touch, face, full-body, and 3D mid-air gesture recognition sensors in domestic and industrial settings is serving to highlight whether interactive gestures are sufficiently inclusive, and whether or not they can be executed by all users. The purpose of this study was to analyze full-body gestures from the point of view of user experience using the Microsoft Kinect sensor, to identify which gestures are easy for individuals living with Down syndrome. With this information, app developers can satisfy Design for All (DfA) requirements by selecting suitable gestures from existing lists of gesture sets. A set of twenty full-body gestures were analyzed in this study; to do so, the research team developed an application to measure the success/failure rates and execution times of each gesture. The results show that the failure rate for gesture execution is greater than the success rate, and that there is no difference between male and female participants in terms of execution times or the successful execution of gestures. Through this study, we conclude that, in general, people living with Down syndrome are not able to perform certain full-body gestures correctly. This is a direct consequence of limitations resulting from characteristic physical and motor impairments. As a consequence, the Microsoft Kinect sensor cannot identify the gestures. It is important to remember this fact when developing gesture-based on Human Computer Interaction (HCI) applications that use the Kinect sensor as an input device when the apps are going to be used by people who have such disabilities.


Subject(s)
Down Syndrome , Gestures , Down Syndrome/diagnosis , Female , Humans , Male , Software , Touch , User-Computer Interface
12.
Sensors (Basel) ; 20(9)2020 Apr 27.
Article in English | MEDLINE | ID: mdl-32349232

ABSTRACT

Today, daily life is composed of many computing systems, therefore interacting with them in a natural way makes the communication process more comfortable. Human-Computer Interaction (HCI) has been developed to overcome the communication barriers between humans and computers. One form of HCI is Hand Gesture Recognition (HGR), which predicts the class and the instant of execution of a given movement of the hand. One possible input for these models is surface electromyography (EMG), which records the electrical activity of skeletal muscles. EMG signals contain information about the intention of movement generated by the human brain. This systematic literature review analyses the state-of-the-art of real-time hand gesture recognition models using EMG data and machine learning. We selected and assessed 65 primary studies following the Kitchenham methodology. Based on a common structure of machine learning-based systems, we analyzed the structure of the proposed models and standardized concepts in regard to the types of models, data acquisition, segmentation, preprocessing, feature extraction, classification, postprocessing, real-time processing, types of gestures, and evaluation metrics. Finally, we also identified trends and gaps that could open new directions of work for future research in the area of gesture recognition using EMG.


Subject(s)
Electromyography/methods , Machine Learning , Algorithms , Gestures , Humans , Pattern Recognition, Automated
13.
Sensors (Basel) ; 19(13)2019 Jun 28.
Article in English | MEDLINE | ID: mdl-31261716

ABSTRACT

Emotion detection based on computer vision and remote extraction of user signals commonly rely on stimuli where users have a passive role with limited possibilities for interaction or emotional involvement, e.g., images and videos. Predictive models are also trained on a group level, which potentially excludes or dilutes key individualities of users. We present a non-obtrusive, multifactorial, user-tailored emotion detection method based on remotely estimated psychophysiological signals. A neural network learns the emotional profile of a user during the interaction with calibration games, a novel game-based emotion elicitation material designed to induce emotions while accounting for particularities of individuals. We evaluate our method in two experiments ( n = 20 and n = 62 ) with mean classification accuracy of 61.6%, which is statistically significantly better than chance-level classification. Our approach and its evaluation present unique circumstances: our model is trained on one dataset (calibration games) and tested on another (evaluation game), while preserving the natural behavior of subjects and using remote acquisition of signals. Results of this study suggest our method is feasible and an initiative to move away from questionnaires and physical sensors into a non-obtrusive, remote-based solution for detecting emotions in a context involving more naturalistic user behavior and games.


Subject(s)
Emotions/physiology , Photoplethysmography/methods , Remote Sensing Technology , Video Games/psychology , Adult , Boredom , Female , Humans , Learning , Male , Middle Aged , Surveys and Questionnaires , User-Computer Interface
14.
Sensors (Basel) ; 19(4)2019 Feb 19.
Article in English | MEDLINE | ID: mdl-30791414

ABSTRACT

People with severe disabilities may have difficulties when interacting with their home devices due to the limitations inherent to their disability. Simple home activities may even be impossible for this group of people. Although much work has been devoted to proposing new assistive technologies to improve the lives of people with disabilities, some studies have found that the abandonment of such technologies is quite high. This work presents a new assistive system based on eye tracking for controlling and monitoring a smart home, based on the Internet of Things, which was developed following concepts of user-centered design and usability. With this system, a person with severe disabilities was able to control everyday equipment in her residence, such as lamps, television, fan, and radio. In addition, her caregiver was able to monitor remotely, by Internet, her use of the system in real time. Additionally, the user interface developed here has some functionalities that allowed improving the usability of the system as a whole. The experiments were divided into two steps. In the first step, the assistive system was assembled in an actual home where tests were conducted with 29 participants without disabilities. In the second step, the system was tested with online monitoring for seven days by a person with severe disability (end-user), in her own home, not only to increase convenience and comfort, but also so that the system could be tested where it would in fact be used. At the end of both steps, all the participants answered the System Usability Scale (SUS) questionnaire, which showed that both the group of participants without disabilities and the person with severe disabilities evaluated the assistive system with mean scores of 89.9 and 92.5, respectively.


Subject(s)
Disabled Persons/rehabilitation , Eye Movement Measurements , Monitoring, Physiologic/methods , User-Computer Interface , Adolescent , Adult , Female , Humans , Internet , Male , Self-Help Devices , Young Adult
15.
Cienc. cogn ; 20(2): 331-343, 30 set 2015.
Article in Portuguese | Index Psychology - journals | ID: psi-67762

ABSTRACT

Os diálogos produtivos ajudam significativamente no fomento da criatividade, que é requisitada pela indústria e muito relevante e evidente nos processos de projeto de interface. Assim, ensinar a ser criativo é um esforço importante na educação dos alunos envolvidos no estudo de interação humano- computador. Este trabalho destaca a importância da criatividade verbal, fornecendo evidências empíricas de que, quando os alunos se envolvem em discussões produtivas com outros estudantes, novas ideias, novos conhecimentos surgem, e se aprofundam. Neste trabalho foram realizados dois estudos de caso. No primeiro foram investigadas três turmas envolvidas no curso de computação gráfica. Os padrões de discurso produtivo que descrevem avanço do conhecimento quando os estudantes criticaram, mas também criaram a partir de ideias alheias. O segundo estudo de caso foi executado em seis turmas de um curso de interação humano-computador. Resultados de análise das mensagens online mostraram que alunos que fizeram uma melhor avaliação crítica, mas também criativa, relacionaram ideias e buscaram novas interpretações. Além disso, as interfacesdesenvolvidas pelos alunos foram mais criativas (AU)


Productive dialogues help significantly in fostering creativity, which is required by the industry and very relevant and evident in the process of interfacedesign. Thus, taught to be creative is an important effort in educating the students involved in the study of human computer interaction. This work highlights the importance of verbal creativity, providing empirical evidence that when students engage in productive discussions with other students, new ideas, new knowledge emerge and deepen. In this paper two case studies were conducted. In the first three classes involved were investi gated in the course of computer graphics.Patterns of discourse production depicting the advancement of knowledge when students were involved critically, but creativelly on others’ ideas. The second case study was performed in six classes involved in the course of human-computer interaction. Results from discourse analysis showed that students did critical but creative evaluation, also related new ideas and searched for new interpretations. Besiades, the interfaces developed by the students were more creative (AU)


Subject(s)
Humans , Creativity , Learning
16.
Ciênc. cogn ; 20(2): 331-343, set. 2015. tab
Article in Portuguese | LILACS, Index Psychology - journals | ID: biblio-1017174

ABSTRACT

Os diálogos produtivos ajudam significativamente no fomento da criatividade, que é requisitada pela indústria e muito relevante e evidente nos processos de projeto de interface. Assim, ensinar a ser criativo é um esforço importante na educação dos alunos envolvidos no estudo de interação humano- computador. Este trabalho destaca a importância da criatividade verbal, fornecendo evidências empíricas de que, quando os alunos se envolvem em discussões produtivas com outros estudantes, novas ideias, novos conhecimentos surgem, e se aprofundam. Neste trabalho foram realizados dois estudos de caso. No primeiro foram investigadas três turmas envolvidas no curso de computação gráfica. Os padrões de discurso produtivo que descrevem avanço do conhecimento quando os estudantes criticaram, mas também criaram a partir de ideias alheias. O segundo estudo de caso foi executado em seis turmas de um curso de interação humano-computador. Resultados de análise das mensagens online mostraram que alunos que fizeram uma melhor avaliação crítica, mas também criativa, relacionaram ideias e buscaram novas interpretações. Além disso, as interfaces desenvolvidas pelos alunos foram mais criativas


Productive dialogues help significantly in fostering creativity, which is required by the industry and very relevant and evident in the process of interfacedesign. Thus, taught to be creative is an important effort in educating the students involved in the study of human computer interaction. This work highlights the importance of verbal creativity, providing empirical evidence that when students engage in productive discussions with other students, new ideas, new knowledge emerge and deepen. In this paper two case studies were conducted. In the first three classes involved were investi gated in the course of computer graphics. Patterns of discourse production depicting the advancement of knowledge when students were involved critically, but creativelly on others' ideas. The second case study was performed in six classes involved in the course of human-computer interaction. Results from discourse analysis showed that students did critical but creative evaluation, also related new ideas and searched for new interpretations. Besiades, the interfaces developed by the students were more creative


Subject(s)
Humans , Creativity , Learning
17.
Rev. Polis Psique ; 4(3): 169-188, 2014.
Article in Portuguese | Index Psychology - journals | ID: psi-70325

ABSTRACT

Crescem no Brasil discussões sobre atuação em saúde mental com estratégias consolidadas e construção de estratégias de promoção de saúde e prevenção humanizadoras. Na perspectiva de construção e análise de estratégias não hegemônicas, desenvolveu-se uma pesquisa-intervenção que operou com oficinas terapêuticas e dispositivos digitais com usuários de Centro de Atenção Psicossocial. Neste artigo objetivamos verificar a produção e expressão de subjetividade de um dos participantes, analisar sua apropriação de artefatos técnicos e possibilidades subjetivas constituídas nas oficinas. Utilizaram-se para análise produções do usuário, diários de campo e entrevistas feitas com o mesmo. Os resultados apontam que recursos informatizados podem ser meios de expressão e de viabilização de construção da subjetividade, conforme sugerem os trabalhos do participante e sua verbalização a respeito do processo. Discutem-se as relações entre uso da tecnologia, processos de subjetivação e proposta de oficina em saúde mental que utiliza recursos informatizados no seu operar. (AU)


Grow in Brazil discussions about acting in mental health with consolidated strategies and building strategies for health promotion and prevention humanizing. From the perspective of construction and analysis of non-hegemonic strategies, developed a research intervention that operated with therapeutic workshops and digital devices users Psychosocial Care Center. In this article we aim to verify the production and expression of subjectivity of the participants, analyze its appropriation of technical artifacts and subjective possibilities incorporated in the workshops. Were used for analysis of user productions, field diaries and interviews with the same. The results show that computer resources can be a means of expression and viability of the construction of subjectivity, as suggested by the work of the participant and their verbalization about the process. (AU)


Crecem en Brasil discusiones sobre el actuar en salud mental, con estrategias consolidadas y estrategias de construcción para la promoción de salud y prevención de humanización. Desde la perspectiva de la construcción y el análisis de las estrategias no hegemónicas, ha desarrollado una intervención de investigación que opera con talleres terapéuticos y dispositivos digitales de Atención Psicosocial Center. En este artículo se pretende verificar la producción y la expresión de la subjetividad de los participantes, analizar su apropiación de los artefactos técnicos y posibilidades subjetivas constituidas en los talleres. Se utilizaron para el análisis de las producciones de los usuarios, diarios de campo y entrevistas con el mismo. Los resultados muestran que los recursos de la computadora puede ser un medio de expresión y la viabilidad de la construcción de la subjetividad, como lo sugiere el trabajo del participante y su verbalización sobre el proceso. (AU)


Subject(s)
Mental Health , Individuality , Information Technology , Informatics , Power, Psychological
18.
Rev. polis psique ; 4(3): 169-188, 2014. ilus
Article in Portuguese | LILACS | ID: biblio-869959

ABSTRACT

Crescem no Brasil discussões sobre atuação em saúde mental com estratégias consolidadas e construção de estratégias de promoção de saúde e prevenção humanizadoras. Na perspectiva de construção e análise de estratégias não hegemônicas, desenvolveu-se uma pesquisa-intervenção que operou com oficinas terapêuticas e dispositivos digitais com usuários de Centro de Atenção Psicossocial. Neste artigo objetivamos verificar a produção e expressão de subjetividade de um dos participantes, analisar sua apropriação de artefatos técnicos e possibilidades subjetivas constituídas nas oficinas. Utilizaram-se para análise produções do usuário, diários de campo e entrevistas feitas com o mesmo. Os resultados apontam que recursos informatizados podem ser meios de expressão e de viabilização de construção da subjetividade, conforme sugerem os trabalhos do participante e sua verbalização a respeito do processo. Discutem-se as relações entre uso da tecnologia, processos de subjetivação e proposta de oficina em saúde mental que utiliza recursos informatizados no seu operar.


Grow in Brazil discussions about acting in mental health with consolidated strategies and building strategies for health promotion and prevention humanizing. From the perspective of construction and analysis of non-hegemonic strategies, developed a research intervention that operated with therapeutic workshops and digital devices users Psychosocial Care Center. In this article we aim to verify the production and expression of subjectivity of the participants, analyze its appropriation of technical artifacts and subjective possibilities incorporated in the workshops. Were used for analysis of user productions, field diaries and interviews with the same. The results show that computer resources can be a means of expression and viability of the construction of subjectivity, as suggested by the work of the participant and their verbalization about the process.


Crecem en Brasil discusiones sobre el actuar en salud mental, con estrategias consolidadas y estrategias de construcción para la promoción de salud y prevención de humanización. Desde la perspectiva de la construcción y el análisis de las estrategias no hegemónicas, ha desarrollado una intervención de investigación que opera con talleres terapéuticos y dispositivos digitales de Atención Psicosocial Center. En este artículo se pretende verificar la producción y la expresión de la subjetividad de los participantes, analizar su apropiación de los artefactos técnicos y posibilidades subjetivas constituidas en los talleres. Se utilizaron para el análisis de las producciones de los usuarios, diarios de campo y entrevistas con el mismo. Los resultados muestran que los recursos de la computadora puede ser un medio de expresión y la viabilidad de la construcción de la subjetividad, como lo sugiere el trabajo del participante y su verbalización sobre el proceso.


Subject(s)
Humans , Individuality , Informatics , Information Technology , Mental Health , Power, Psychological
19.
Psicol. teor. pesqui ; Psicol. (Univ. Brasília, Online);25(1): 119-127, jan.-mar. 2009.
Article in Portuguese | LILACS | ID: lil-517276

ABSTRACT

Este artigo discute a questão do sujeito em psicologia, tomando como cenário as práticas contemporâneas de uso de artefatos digitais, e o contexto menos observado dos ambientes de desenvolvimento de softwares. Discutimos como as ações de desenvolvedores e usuários regulam um ao outro enquanto sujeitos das relações humano-computador. Propomos uma perspectiva de sujeito que se articula pela interlocução da escola de Vygotsky, o Círculo de Bakhtin, e a linguística de Benveniste. Nessa perspectiva, desenvolvedores e usuários são, ambos, autores, e as interfaces computacionais que eles criam, frequentemente tomadas como código apenas, são entendidas como enunciados que disparam uma dinâmica dialógica. Evidenciamos, neste estudo, um sujeito marcado pelas relações estabelecidas com outros sujeitos e outros discursos, cujas vozes encontram-se, muitas vezes, encapsuladas em imagens e palavras das interfaces computacionais.


This article discusses the notion of subject in psychology. The scenario for our discussions will be the contemporary practices of digital artifacts use and the less observed context of developing softwares. In doing so, we elaborate how the actions of those softwares users and developers regulate each other as they become the subjects of human-computer relations. We propose a perspective of subjectivity that articulates a dialogue among Vygotsky's thought, Bakhtin's Circle and Benveniste linguistics. In such a perspective, software users and developers are both authors, and the computer interfaces they create, usually taken as code alone, are understood as enunciations that trigger a dialogical dynamics. In the end, we show a subject who continuously emerges from the relations established with others subjects and other discourses, whose voices are sometimes encapsulated as images and words on a computer interface.


Subject(s)
Psychology, Industrial , Working Conditions , Computers , Men
20.
Acimed (Impr.) ; 17(3)mar.-mar. 2008.
Article in Spanish | LILACS-Express | LILACS | ID: lil-627760

ABSTRACT

Se revisaron los programas de recuperación de la información para países en vías de desarrollo; así como las técnicas de evaluación empleadas en el área de la usabilidad, y propias de la interacción humano-computadora, con énfasis en las pruebas empíricas. Se describió la forma de trabajo de un sistema de recuperación de la información a texto completo, distribuido bajo el modelo de software libre, y que ha logrado una importante difusión en el interior de la comunidad académica peruana: la plataforma Cybertesis. Posteriormente, a partir del desempeño logrado por los usuarios que participaron en el estudio, se identificaron los problemas de usabilidad de la interfaz de búsqueda de dicha plataforma. El análisis de los datos revela un exceso de información en la presentación de los resultados y omisiones en los rótulos y etiquetas empleadas; así como la ausencia de opciones necesarias para la búsqueda como, por ejemplo, la búsqueda cronológica. Finalmente, se recomendaron cambios a la interfaz de búsqueda de la plataforma de Cybertesis con vistas a mejorar la efectividad y eficiencia de su sistema de recuperación de la información.


The programs of information retrieval for developing countries were analyzed, as well as the evaluation techniques applied to the usability, and those applied to the human-computer interaction, making emphasis on the empirical tests. A description was made of the work style of a full text information retrieval system distributed as a free software model, which has achieved an important diffusion level within the Peruvian academic community: the Cybertesis site. Subsequently, the usability problems of the search interface of the mentioned site reveals an excess of information in the presentation of the results, as well as omissions in the signs and labels used, and the absence of necessary search options as, for example, chronologic search. Finally, changes to the search interface of Cybertesis were recommended aimed at improving the effectiveness and efficiency of its information recovery system.

SELECTION OF CITATIONS
SEARCH DETAIL