Nuno Nunes 0001

dblp:n/NJNunes · also Nuno Jardim Nunes · DBLP profile ↗
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110ranked-venue papers
2as first author
53since 2021 · last 2026
0000-0002-2498-0643ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 95 · 2 first-author · 50 since 2021Graphics, computer vision, multimedia, augmented reality and games · 23 · 1 first-author · 9 since 2021Artificial intelligence and machine learning · 7 · 1 since 2021Databases, data management, data science and information retrieval · 5Applied, interdisciplinary, general and emerging computing · 4Software engineering, systems software and programming languages · 3 · 1 since 2021Computer networks · 1Security and privacy · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Infrastructuring Visual Systems to Foster Coastal Knowledge: Extending Points of Infrastructuring and Advancing an Analog-First Approach
abstract
This paper introduces the Coastal Community Thinking Toolkit (CCTT)—an analog visual mapping system for the co-production of situated coastal knowledge—as a design inquiry into Sustainability through and of HCI. Grounded in infrastructuring as a design-in-use paradigm, the CCTT was conceived as a design seed and enacted within an eight-week residential training program on sustainable coastal development, involving 20 professionals from 14 countries across two workshops and ongoing informal interactions. Our analysis focuses on Points of Infrastructuring (PoIs): in-use moments that reveal a system’s limitations and potential. We contribute an expanded PoIs grammar for early-stage systems and an analog-first approach to support appropriation, sustained iteration, and informed digital upgrading. While positioning infrastructuring as a strategy for aligning Sustainability through and of HCI, we conclude by stressing its value in advancing ocean-focused SHCI and supporting ocean governance efforts to set up an inclusive digital ocean ecosystem.
Valentina Demarchi, Valentina Nisi, Nuno Nunes 0001
DIS3
2026 Designing Boundary Objects to Surface Ocean Knowledge: The Case of the Coastal Community Thinking Toolkit
abstract
Amid growing attention to ocean sustainability, coastal communities emerge as uniquely insightful yet underinvestigated socio-ecological systems, prompting calls for more inclusive tools for collaborative sense-making. To address this, we designed the Coastal Community Thinking Toolkit (CCTT), a visual mapping device that enables the representation of coastal communities across diverse purposes and contexts. We present the toolkit together with findings from a pilot involving a heterogeneous group of 20 ocean professionals, primarily from African countries. We contribute an artefact that operates as a boundary object, clarifying the many facets of its boundary-crossing potential. Responding to calls for more impact-oriented and interdisciplinary Sustainable HCI, this pictorial also serves as a resource for community managers and activators, as well as researchers, seeking participatory methods to facilitate collaborative sense-making about and with coastal communities.
Valentina Demarchi, Valentina Nisi, Nuno Nunes 0001
DIS3
2026 Accessing Posthuman Concepts: Epistemic Technologies for Public Engagement Beyond the Human
abstract
Peer-reviewed publication produced within the LoGaCulture project (Locative Games for Cultural Heritage). This record is a deposit of the publication published in Proceedings of the 2026 Conference on Creativity and Cognition, persistent identifier https://doi.org/10.1145/3803784.3807552. LoGaCulture has received funding from the European Union's Horizon Europe research and innovation programme under grant agreement No 101094036.
Pedro Galvão-Ferreira, Nuno Nunes 0001, Valentina Nisi
Creativity & Cognition3
2026 Exploring Sense of Community in Spatial Computing: A Pokémon Go Case Study: Sense of Community in Hybrid Space
abstract
Spatial computing integrates augmented reality and location-aware systems, enabling digitally mediated interactions within physical environments. As these systems increasingly shape social life, understanding how they foster a sense of community is critical for Human–Computer Interaction (HCI). This paper examines Pokémon Go, a location-based XR game, to explore how community emerges through intertwined digital and physical practices. Drawing on an exploratory qualitative study based on 11 semi-structured interviews with players in diverse urban contexts, we identify five interrelated dimensions of community formation: recognition, communality, solidarity, emotional bonds, and collective thirdspace. Our findings show how spatial computing mediates shared spatial perception and interaction, allowing community ties to persist across physical and digital contexts. We contribute to HCI by operationalizing the sense of community in hybrid interaction settings and introducing collective thirdspace as a conceptual lens for understanding community formation in location-based spatial computing systems.
Beste Soybilge, Sema Alaçam, Nuno Nunes 0001, Valentina Nisi
Creativity & Cognition3
2026 Between Streets and Screens "An Autoethnographic Narrative of Political Participation from Abroad": Between Streets and Screens
abstract
This pictorial explores hybrid forms of political participation from a migrant perspective, focusing on diaspora protests in one European city following the March 2025 arrest of Istanbul Mayor Ekrem İmamoğlu. Building on the first author's (FA) autoethnographic recounts, it examines how distance, digital mediation, and everyday life shape engagement with homeland politics. In contrast to protests embedded in Istanbul's political atmosphere, diaspora participation unfolded without spatial cues, generating affective tension, ethical dilemmas, selective forms of engagement, and the labor of the diasporic mind. Through activist-academic reflection, the work highlights hybrid experiences across space, emotion, and mediation, offering insights for HCI research on diaspora and transnational activism and social movements.
Beste Soybilge, Sarah E. Fox, Nuno Nunes 0001, Valentina Nisi
Creativity & Cognition3
2026 Locative Game Creation Made Easy: A Participatory Authoring Platform for Interactive Heritage Experiences
abstract
PathWriter is a no-code platform for authoring and playing location-based games that integrate more-than-human (MtH) perspectives into heritage contexts. By putting creative tools directly in the hands of professionals and communities, it demonstrates how locative gaming can drive change. The platform features a web-based creator dashboard and a mobile-first player interface integrated within a single infrastructure. Authors without programming backgrounds can create human and MtH characters, define points of interest, configure narrative card prompts, and customize an LLM-powered AI companion. Games authored through PathWriter are published in a shared public library, enabling players to both create and experience location-based stories. They can engage with heritage sites on-site or remotely, guided by Hero’s Journey-inspired prompts. At the demonstration, attendees will be invited to author a short game and play a pre-authored experience, directly engaging with both sides of the platform.
Vadym Volkovinskyy, Teresa Paulino, Valentina Nisi, Nuno Nunes 0001
Creativity & Cognition4
2026 EcoAssist: Embedding Sustainability into AI-Assisted Frontend Development
abstract
Frontend code, replicated across millions of page views, consumes significant energy and contributes directly to digital emissions. Yet current AI coding assistants, such as GitHub Copilot and Amazon CodeWhisperer, emphasize developer speed and convenience, with energy impact not yet a primary focus. At the same time, existing energy-focused guidelines and metrics have seen limited adoption among practitioners, leaving a gap between research and everyday coding practice. To address this gap, we introduce EcoAssist, an energy-aware assistant integrated into an IDE that analyzes AI-generated frontend code, estimates its energy footprint, and proposes targeted optimizations. We evaluated EcoAssist through benchmarks of 500 websites and a controlled study with 20 developers. Results show that EcoAssist reduced per-website energy by 13–16% on average, increased developers’ awareness of energy use, and maintained developer productivity. This work demonstrates how energy considerations can be embedded directly into AI-assisted coding workflows, supporting developers as they engage with energy implications through actionable feedback.
André Barrocas, Nuno Nunes 0001, Valentina Nisi, Nikolas Martelaro
CHI2
2026 Revisiting Worker-Centered Design: Tensions, Blind Spots, and Action Spaces
abstract
Worker-Centered Design (WCD) has gained prominence over the past decade, offering researchers and practitioners ways to engage worker agency and support collective actions for workers. Yet few studies have systematically revisited WCD itself, examining its implementations, challenges, and practical impact. Through a four-lens analytical framework that examines multiple facets of WCD within food delivery industry, we identify critical tensions and blind spots from a Multi-Laborer System perspective. Our analysis reveals conflicts across labor chains, distorted implementations of WCD, designers’ sometimes limited political-economic understanding, and workers as active agents of change. These insights further inform a Diagnostic-Generative pathway that helps to address recurring risks, including labor conflicts and institutional reframing, while cultivating designers’ policy and economic imagination. Following the design criticism tradition, and through a four-lens reflexive analysis, this study expands the action space for WCD and strengthens its relevance to real-world practice.
Shuhao Ma, John Zimmerman, Valentina Nisi, Nuno Nunes 0001
CHI4
2026 Staying with the Underwater Trouble: Exploring the Hydrocommons through Freediving
abstract
In recent years, Posthuman HCI research has started exploring noticing as a method for design research that shifts focus away from anthropocentric views to embrace more entangled ecological perspectives. Through an autoethnographic freediving practice incorporating underwater photography and microphenomenological reflection, we notice how freediving can reshape our perceptions of and connections to the ocean. In this pictorial, we present freediving as a method for transcorporeal interconnectedness, which, through breathwork and sensory immersion, fosters a deeper understanding of more-than-human interactions, ultimately reflecting on designing for ecological awareness.
Beatrice Maggipinto, Valentina Nisi, Nuno Nunes 0001, Jessica Hammer
TEI3
2025 Designing Biotopia: A Transmedia Experience for Natureculture Heritage and More-than-Human Entanglements
abstract
In recent years, HCI research around post-anthropocene design has been gaining traction.Caring and inclusive stances towards more-than-humans, multispecies dialogues, and decentering the human in design are imbuing HCI and other disciplines.Similarly, critical heritage scholars have pointed to the need to re-frame DIS '25,
Pedro Galvão-Ferreira, Lavinia Rossini, Matteo Cappello, Teresa Maritza Gouveia da Silva, Mathilde Gouin, Nuno Nunes 0001, Valentina Nisi
Conference on Designing Interactive Systems8
2025 Critter Connect, wearable design for place-based & multisensory species encounters
abstract
This study presents Critter Connect Critter Connect, a wearable device fostering, multispecies relationships in natural ecosystems. Grounded in posthuman theory and More-than-Human geography, the work responds to human-centred design limitations, which often overlook non-visual and non-linguistic modes of interaction. It also highlights the need for practical tools fostering direct, place-specific, and non-hierarchical sensory-rich engagements with other beings. This pictorial shows the device's potential to enable spontaneous and embodied interactions between users and three species in a biodiversity-rich ecosystem through geolocation-based tactile and auditory feedback. We present a design process building on multispecies ethics and speculative methods to address ecological care, as well as a pilot study demonstrating Critter Connect's capacity to amplify the wearer's awareness of unseen multispecies presences and sense of connection to nature. This research contributes to HCI by offering a framework for designing ethically considerate, sensory-rich interactions with other beings, thus challenging human-centric engagement and promoting ecological cohabitation.
Mathilde Gouin, Nuno Nunes 0001, Valentina Nisi
Conference on Designing Interactive Systems2
2025 A tidalectic reading of landscapes: Multispecies peripatetic ethnography as a method for knowing landscapes
abstract
This study explores multispecies interactions and human-nonhuman synergies in intertidal zones through a novel autoethnographic approach. Multispecies ethnography and posthumanist thinking challenge human-centered perspectives, highlighting the need to embrace diverse temporalities and ways of knowing in ecological research. However, current methods often fail to adequately capture these complex interrelations and the lived experiences within such environments. Shifting rhythmically between land and water, we use the intertidal contact zone to unveil the delicate synergy between humans and animals that populate the salt marsh of the Tagus delta. Our findings underscore the potential of field-based, participatory methods to model multispecies interactions and experimental drawing methods with a spatiotemporal structure that allows thinking beyond the traditional representational techniques of landscape architecture - what we call tidalectic portraits. While our work does not offer immediate solutions to ecological crises, it emphasizes the importance of slowing down and engaging with landscape rhythms to cultivate embodied, situated knowledge.
Katerina Inglezaki, Mariana Pestana, Nuno Nunes 0001
Conference on Designing Interactive Systems3
2025 Designing a Digital Game for Natureculture Heritage encounters
abstract
Human-computer interaction (HCI) increasingly explores the role of digital games in engaging audiences with cultural heritage. While heritage games exist, few effectively integrate participatory, reflective, and speculative storytelling to bridge nature and culture. Moreover, existing methods often lack inclusivity and fail to capture the evolving perspectives on heritage. Here, we show how an iterative Research through Design (RtD) approach led to the development of the Natureculture Heritage (NCH) Game, evolving from a board game to a digital platform that fosters deep engagement with Madeira's natureculture heritage. Playtests revealed the game's ability to enhance participation, inclusivity, and speculative storytelling through mechanics such as character embodiment, multi-perspective narration, and Hero's Journey structuring. The study contributes to HCI and heritage research by demonstrating how digital storytelling games can support sustainable heritage engagement. Future directions include refining multiplayer interaction, integrating factual content, and expanding accessibility for diverse audiences.
Valentina Nisi, Pedro Galvão-Ferreira, Beste Soybilge, Mathilde Gouin, Nuno Nunes 0001
Creativity & Cognition6
2025 Speculative Job Design: Probing Alternative Opportunities for Gig Workers in an Automated Future
Shuhao Ma, Zhiming Liu 0015, Valentina Nisi, Sarah E. Fox, Nuno Nunes 0001
CHI5
2025 Diving into the Abyss: Exploring Deep Sea Connection and Curiosity through Virtual Reality
Beatrice Maggipinto, Nuno Nunes 0001, Jessica Hammer, Yanick Trindade, Valentina Nisi
CHI2
2025 Natureculture Probes: Opening up dialogues in natural heritage(s) landscapes
abstract
This pictorial introduces Natureculture Probes, an innovative tool designed to enhance visitor engagement at heritage sites through participatory methods. Rooted in feminist post-human approaches and post-humanist HCI, these probes aim to bridge nature and culture, offering diverse perspectives on heritage. Developed through an iterative research-through-design approach, the tools include postcards and sensory maps, enabling visitors to document their reflections and sensory experiences. Field tests at two UNESCO heritage sites highlight the probes' potential to capture diverse, contextual data and foster deeper connections with nature and cultural heritage. However, tensions emerged between heritage preservation, public engagement, and technology's role in nature. The study underscores the importance of inclusive, co-designed tools to balance economic, cultural, and environmental entanglements. The findings advocate for adaptive, seasonally varied deployments to better address the diverse needs of heritage visitors and stakeholders, ultimately contributing to more empathetic and sustainable heritage site management and visitor experience design.
Anna My Bertmark, Mathilde Gouin, Nuno Nunes 0001, David E. Millard, Pedro Galvão-Ferreira, Vera K. G. Fearns, Valentina Nisi
TEI3
2025 The Entangled Tales that Landscapes Tell: An Embodied HCI Pedagogy for Re-enchanted Nature Walks
abstract
Despite their long-standing presence in the digital mainstream, the use of locative technologies in enhancing interaction with natural and cultural heritage invites further work, particularly relevant in addressing the human-nature disconnect characterizing the Anthropocene. In this paper, we investigate how nature walks are experienced, and how these embodied encounters with nature might inform the development of digital technologies that enhance nature walks. In examining the lived and sensory dimensions of the experience of walking nature walks, we investigate their embodied and imaginary realities and devise an organic pedagogy for developing interactive locative technologies for natural heritage that entangle human and more-than-human actors. By formulating implications for the design of organically-informed interactive tools, we contribute to a reparative HCI didactics intended to sustainably mend, and re-enchant, the compromised human-nature bond, adding depth to the understanding and appreciation of nature as a space of awe and wonder.
Pedro Galvão-Ferreira, Marta Galvão Ferreira, Teresa Maritza Gouveia da Silva, Nuno Nunes 0001, Valentina Nisi
TEI4
2025 Echo of the Abyss: Understanding More-than-human Interconnectedness in the Deep Sea Through Virtual Reality Experiences
abstract
This pictorial presents Echo of the Abyss (EotA), a Virtual Reality (VR) experience that immerses users in a simulated deep-sea dive. EotA aims to foster a sense of connection and curiosity towards marine ecosystems by allowing players to embody a diver, guided by aquatic animals, in a safe and contemplative virtual environment. The design leverages theories from HCI, ecopsychology, and hydrocommons to promote environmental stewardship and emotional engagement with the ocean. EotA's narrative and interaction strategies are intended to overcome barriers to accessing blue spaces, providing transformative experiences that nurture empathy and ecological consciousness. Early pilot studies confirm that EotA aesthetic feel, interaction design and game mechanics can enhance human connection with remote ecosystems; further studies will investigate the long-term impact of VR experiences in Ocean conservation.
Beatrice Maggipinto, Yanick Trindade, Jessica Hammer, Nuno Nunes 0001, Valentina Nisi
TEI4
2025 From visual sketching to knotted figurations: Fabulating in the contact zone
abstract
Drawing on feminist Science and Technology Studies (STS) and feminist technoscience theories, this pictorial advances speculative design and fabulation through post-anthropocentric practices using visual sketching, embodied noticing, and indexing more-than-human perspectives and interactions. In a summer-long experiment, the authors engaged in visual sketching and noticed interspecies ecosystems through situated drawing, annotations, and indexing. This practice produced reflective and speculative narratives, inspiring positive fabulations within these "polyphonic assemblages." By challenging traditional human-centric design approaches, the authors embrace an "ethics of possibility" and promote inclusive, future-oriented design frameworks. This work details a novel embodied method for affirmative fabulations, envisioning inclusive speculative futures to push the boundaries of embodied design research.
Valentina Nisi, Mathilde Gouin, Marta Galvão Ferreira, Nuno Nunes 0001
TEI4
2025 Personalized explanations for clinician-AI interaction in breast imaging diagnosis by adapting communication to expertise levels
Francisco M. Calisto, João Maria Veigas Abrantes, Carlos Santiago, Nuno Nunes 0001, Jacinto C. Nascimento
Int. J. Hum. Comput. Stud.4
2025 Speculating Migrant Possible Worlds through Magic Machines
abstract
Migration and technology studies increasingly recognize the importance of incorporating migrant perspectives in design processes. Speculative design methods have emerged as powerful tools for imagining alternative futures, particularly when working with marginalized communities. However, there remains a gap in understanding how to effectively engage long-term settled migrants in participatory design processes that honor their experiences and imaginative capacities. Here we show how integrating feminist care principles with speculative design methods can create more inclusive and empathetic approaches to technology design with migrant communities. Through workshops applying the ''magic machines'' methodology, we demonstrate how participatory speculation enables migrants to articulate their experiences, anxieties, and hopes for technological futures. Our findings reveal the importance of considering diasporic minds and cross-border connectivity in future technologies. This work provides immediate opportunities for researchers and designers to develop more inclusive approaches to speculative design while challenging dominant narratives about technological futures in migrant communities.
Valentina Nisi, Paulo Bala, Vanessa Cesário, Shuhao Ma, Nuno Nunes 0001
Proc. ACM Hum. Comput. Interact.5
2024 Towards Relatable Climate Change Data: Untangling Tensions in Engaging with a Hyperobject
abstract
This research investigates the potential of emerging communication strategies to enhance engagement with climate change data through HCI, by recognizing the critical challenge of effectively communicating complex hyperobejcts. We designed "Finding Arcadia", an interactive artefact centred on ocean climate data, to explore how data humanism, storytelling, decentering the human in the narrative, and positive framing influence user engagement and perception of the information. Findings from a study in-the-wild (N=42) and a post-experience survey conducted six months later (N=19) foregrounds strategies to foster deeper engagement and connection with the information but also tensions in engaging with such a complex topic. We contribute to climate change communication and HCI research with the design decisions, study outcomes, and reflections on ways in which communication strategies can promote understanding and connection with a hyperobject.
Marta Galvão Ferreira, Nuno Nunes 0001, Valentina Nisi
Conference on Designing Interactive Systems2
2024 "My Sense of Morality Leads to My Suffering, Battling, and Arguing": The Role of Platform Designers in (Un)Deciding Gig Worker Issues
abstract
HCI and design studies have increasingly identified challenges for gig workers and advocated for designs centered around worker justice. However, there’s an existing research gap in understanding how platform designers approach gig worker issues in their practice. Our study engaged ten platform designers from food delivery and ride-hailing platforms to investigate this gap. Through semi-structured interviews, we uncovered their strategies, the extent of authority and responsibilities, and the range of obstacles they encounter in influencing decision-making that could affect gig workers’ experiences with the platforms. While platform designers were aware of gig worker issues, they confronted challenges from business goals, decision-making power, policies, and job security in promoting worker well-being. We discuss the jurisdiction of platform designers and propose that HCI research should further support them, who are deeply engaged in the gig economy and have the potential to participate in addressing social justice issues.
Shuhao Ma, John Zimmerman, Sarah E. Fox, Valentina Nisi, Nuno Nunes 0001
Conference on Designing Interactive Systems5
2024 Towards a Standard Framework for Blockchain Interoperability: A Position Paper
abstract
Decentralized ledger technology (DLT) is becoming ubiquitous in today’s society. However, organizations need to connect their existing systems and processes to blockchains (centralized, decentralized) securely and reliably, sometimes also implying that they need to connect blockchains (decentralized, decentralized). This challenge is known as blockchain interoperability. We put the case forward that academia and industry must propose evaluation frameworks for blockchain interoperability solutions that address the three interoperability modes. Those are data transfers, asset transfers, and asset exchanges. In this position paper, we illustrate the remaining challenges of interoperability, focusing on the systematic evaluation of interoperability mechanisms based on the state of the art and our own experience. Our evaluation is a systematic online survey of 17 items targeting blockchain specialists. Our quantitative analysis shows that several interesting metrics can show promising directions for systematically evaluating integration solutions.
Rafael Belchior, Sabrina Scuri, Nuno Nunes 0001, Thomas Hardjono, André Vasconcelos 0001
ICBC3
2024 Interactive Digital Storytelling Navigating the Inherent Currents of the Diasporic Mind
Valentina Nisi, Paulo Bala, Miguel Pessoa, Stuart James, Nuno Nunes 0001
ICIDS (1)5
2024 ArtAI4DS: AI Art and Its Empowering Role in Digital Storytelling
Teresa Fernandes, Valentina Nisi, Nuno Nunes 0001, Stuart James
ICEC3
2024 Ethics of Mixed Reality Entertainment
Valentina Nisi, Nuno Nunes 0001, Charlie Hargood, Cristina Da Milano, David E. Millard
ICEC2
2024 Connecting audiences with climate change: Towards humanised and action-focused data interactions
abstract
This paper investigates the relationship between design research and humancomputer interaction (HCI) in the context of climate change communication and engagement. We discuss current practices in climate change communication and the decrease in concern and engagement caused by “crisis fatigue”. Through Research through Design (RtD), we set out to investigate data humanism and how users react to climate change data, testing approaches to improve engagement. With this purpose, we designed and evaluated Finding Arcadia, an interactive data story that uses data humanism to shift the dialogue from crisis-focused to action-focused. One study with the original IMF visualisations (N = 17) and two studies in public spaces (N = 12 and N = 64) point to the contextualization of the data and presenting actionable solutions helping in engaging users with climate change issues; help in creating solution-focused narratives and interpreting and relating with climate data. From these results, we derive insights for designing empowering interactive data visualizations for resilient climate change engagement.
Nuno Nunes 0001, Henrique Pereira, Valentina Nisi
Int. J. Hum. Comput. Stud.2
2024 Stories as Boundary Objects: Digital Storytelling with Migrant Communities for Heritage Discourses
abstract
Heritage is a dynamic concept, being constantly redefined by those that value it. Modern approaches to heritage bring focus to participatory processes that put communities at the centre of the heritage discourse. For migrant communities, these participatory processes can show the tension of integration versus identity, as migrants integrating into their host country can maintain, adapt or loose connections to their cultural identity. Digital storytelling platforms can offer space for exposing such tensions. In this paper, storytelling is adopted as a practice to engage three communities of migrants (with different socio-cultural contexts) on their relation to heritage. Through workshops, participants created 78 stories (accessible through a Digital Storytelling platform), which were thematically analysed. Using the concept of boundary objects, we discuss how participant's stories reflect heritage discourse and how they are entangled within the wider social, economic, and environmental context.
Paulo Bala, Valentina Nisi, Nuno Nunes 0001
Proc. ACM Hum. Comput. Interact.3
2023 Interactions with Climate Change: a Data Humanism Design Approach
abstract
Interactions about climate change have been mostly focused on a negative or neutral form of communication, in line with the so-called "doom-and-gloom" narrative. However, recent research and guidelines point to the need to engage audiences in a more positive, story-focused and actionable way. In this pictorial, we describe a Data Humanism design approach formulated from its original manifesto. We present this proposal through a prototype that engages users with climate change data related to the oceans in a contextualised, personalised and action-focused way. To create this approach, we operationalised data humanism into design steps that guided the design process. Through the analysis of the applied study, we identify opportunities and challenges faced with this approach and with engaging diverse audiences "in the wild" with climate issues, guiding the design of future data humanism climate narratives through interactive data visualisations.
Valentina Nisi, Nuno Nunes 0001
Conference on Designing Interactive Systems3
2023 Uncovering Gig Worker-Centered Design Opportunities in Food Delivery Work
abstract
The gig economy and digital labor platforms, such as food delivery, have become essential while also troubling the current socioeconomic landscape. Delivery platforms promise entry-level work, flexibility, and other benefits. However, researchers remain divided on if these platforms benefit workers and society at large. This study aims to shed light on the comprehensive challenges in food delivery work, uncovering gig worker-centered design opportunities to improve the lives of food couriers. Adopting an exploratory research process, we analyzed 19 ride-along food delivery videos and performed nine semi-structured interviews with food couriers in Portugal. Our findings illustrated the complexity and challenging nature of delivery work due to the entangled physical, digital, social, natural, and human factors. We captured and discussed gig worker-centered opportunities that surfaced from work challenges, echoing the needs of food couriers about supporting work, justice, inclusion, and work vision.
Shuhao Ma, Paulo Bala, Valentina Nisi, John Zimmerman, Nuno Nunes 0001
Conference on Designing Interactive Systems5
2023 "Before gentrification, we claim for habitation": Eliciting Values and Assets through Cultural Heritage Storytelling
abstract
This pictorial outlines findings from a field study part of an inclusive digital storytelling project, which aims to develop digital tools for migrant communities to share their lived cultural heritage (CH). The field study intended to discern migrants’ perceptions of cultural heritage through a one-week story-based photo challenge involving ten young adult migrants in Lisbon, Portugal. We analysed the data highlighting participant values and heritage meaning-making. We highlight the unfolding of cultural heritage thematics through their daily journeys in the hosting country's landscapes. Human-Computer Interaction (HCI) strives to secure an inclusive and socially just impact for technology. With a focus on participants’ assets and values, results from this study point towards sensitising concepts contributing to facilitating the design of inclusive digital tools for telling of lived cultural heritage experiences of migrant communities.
Valentina Nisi, Paulo Bala, Hollie Bostock, Vanessa Cesário, Nuno Nunes 0001
Conference on Designing Interactive Systems5
2023 Towards Critical Heritage in the wild: Analysing Discomfort through Collaborative Autoethnography
abstract
As we engaged in designing digital interventions for intercultural dialogues around public cultural heritage sites, we saw an opportunity to surface multiple interpretations and points of view of history and shine a critical lens on current societal issues. To do so, we present the results of a collaborative auto-ethnography of alternative tours accompanied by intercultural guides, to explore sensory and embodied engagements with cultural heritage sites in a southern European capital. By focusing on the differences in how we experienced the heritage sites, we analyse the duality of discomfort, a common concept in HCI, in that it can both be deployed as a resource for designing systems that can transform people’s understanding of history or it can be a hindrance for engagement, having an unequal effect on individuals.
Paulo Bala, Pedro Sanches 0001, Vanessa Cesário, Sarah Leão, Catarina Alexandra Rebelo Rodrigues, Nuno Nunes 0001, Valentina Nisi
CHI6
2023 Assertiveness-based Agent Communication for a Personalized Medicine on Medical Imaging Diagnosis
abstract
Intelligent agents are showing increasing promise for clinical decision-making in a variety of healthcare settings. While a substantial body of work has contributed to the best strategies to convey these agents’ decisions to clinicians, few have considered the impact of personalizing and customizing these communications on the clinicians’ performance and receptiveness. This raises the question of how intelligent agents should adapt their tone in accordance with their target audience. We designed two approaches to communicate the decisions of an intelligent agent for breast cancer diagnosis with different tones: a suggestive (non-assertive) tone and an imposing (assertive) one. We used an intelligent agent to inform about: (1) number of detected findings; (2) cancer severity on each breast and per medical imaging modality; (3) visual scale representing severity estimates; (4) the sensitivity and specificity of the agent; and (5) clinical arguments of the patient, such as pathological co-variables. Our results demonstrate that assertiveness plays an important role in how this communication is perceived and its benefits. We show that personalizing assertiveness according to the professional experience of each clinician can reduce medical errors and increase satisfaction, bringing a novel perspective to the design of adaptive communication between intelligent agents and clinicians.
Francisco M. Calisto, João Gabriel de Matos Fernandes, Margarida Morais, Carlos Santiago, João Maria Veigas Abrantes, Nuno Nunes 0001, Jacinto C. Nascimento
CHI6
2023 Inclusive Digital Storytelling: Artificial Intelligence and Augmented Reality to Re-centre Stories from the Margins
Valentina Nisi, Stuart James, Paulo Bala, Alessio Del Bue, Nuno Nunes 0001
ICIDS (1)5
2023 Augmenting Emerging Hospitality Services: A Playful Immersive Experience to Foster Interactions among Locals and Visitors
abstract
As the world becomes increasingly interconnected, digital technologies impact the way humans experience places and spaces in (smart) cities. To some extent, these smart technologies are intertwined with the urban living enabling the augmentation of the city’s space and creating new opportunities for playful urban engagement. Moreover, touristic cities are becoming the arena of novel hospitality services, emerging from the widespread use of digital technologies and internet-based platforms. At the same time, visitors look for increasingly “authentic” travel experiences that provide meaningful interactions with locals. New business models, such as those emerging from the sharing economy, flourished in response to these fresh needs and opportunities. However, establishing points of dialogue that bring benefits to both residents and tourists is a complex task that still needs inquiry. Here we extend on previous efforts by proposing a playful immersive experience that focuses on creating an esthetically engaging environment for direct information exchange between locals and visitors. We investigate how technology can mediate and augment such information sharing, engaging tourists in a playful and immersive experience. Results of an experiment with 15 users are analyzed and presented to provide new insights to the HCI community.
Catia Prandi, Valentina Nisi, Chiara Ceccarini, Nuno Nunes 0001
Int. J. Hum. Comput. Interact.4
2023 The design of Tecnico GO!: catering for students' well-being during the COVID-19 pandemics
abstract
Abstract Transitioning to and through University is a delicate period for students’ well-being. Moreover, the recent COVID-19 pandemic added a further toll through the various challenges related to studying, socializing, community-building, and safety. These challenges inspired the design of a mobile application, called Tecnico GO!, to support university students’ well-being and academic performance. This paper presents the design rationale and evaluation of the app conducted during the academic year 2021-2022. Findings cluster around three themes: i) students studying needs; ii) building a sense of community; iii) gamification strategies. The discussion elaborates on the student’s perceptions of well-being during pandemics. Students’ perception of the app is positive, appreciative of the crowdsensing features, supporting learning goals, community building, and safety. On the other hand, the gamification features, as currently deployed, do not achieve the expected goals.
Valentina Nisi, Catia Prandi, Shuhao Ma, Hugo Nicolau, Augusto Esteves, Nuno Nunes 0001
Multim. Tools Appl.7
2023 "Connected to the people": Social Inclusion & Cohesion in Action through a Cultural Heritage Digital Tool
abstract
Current cultural policies are evolving from social inclusion (removing barriers and promoting equality for participation in culture) to social cohesion (fostering solid bonds between groups despite their differences). Digital interventions can create spaces that promote social inclusion and cohesion. In this paper, we report on the design and evaluation of a cultural heritage and digital storytelling application supporting a participatory approach to culture and hosting society. We evaluate our intervention in three marginalized communities with different social-cultural contexts: migrant women in Barcelona, a community living in a priority neighbourhood in Paris and second and third-generation migrants in Lisbon. Through an analysis of their application use, our findings point at their needs and desires, highlighting how the app can support social inclusion as the first step towards cohesion, but that these are heterogeneous concepts susceptible to nuanced appropriations by the different communities.
Valentina Nisi, Paulo Bala, Vanessa Cesário, Stuart James, Alessio Del Bue, Nuno Nunes 0001
Proc. ACM Hum. Comput. Interact.6
2022 Hitting the Triple Bottom Line: Widening the HCI Approach to Sustainability
abstract
Sustainable Development (SD) in its dimensions – environment, economy, and society – is a growing area of concern within the HCI community. This paper advances a systematic literature review on sustainability across the Sustainable Human-Computer Interaction (SHCI) body of work. The papers were classified according to the Triple Bottom Line (TBL) framework to understand how the pillars of SD play into the HCI discourse on sustainability. The economic angle was identified as a gap in SHCI literature. To meet the TBL of SD, however, a balance needs to be sought across all ‘lines’. In this paper, we propose that HCI can advance the discussion and the understanding of the economic concepts around sustainability through taking a sociology perspective on the economic angle of the TBL. We sustain this claim by discussing economic concepts and the role that digital can play in redefining the established foundations of our economic system.
Sabrina Scuri, Nuno Nunes 0001, Valentina Nisi, Cathy Mulligan
CHI3
2022 Addressing children and caregivers' concerns in the design of child-targeted locative systems
abstract
Children’s independent mobility has proved to have a tremendous positive impact on their well-being, social and cognitive development, and spatial understanding. However, children’s independent mobility is declining in several countries although the increasing number of investments in urban mobility and the incentives for sustainable adoption of public transport and shared mobility. Concurrently, ownership of mobile devices is growing, opening up compelling opportunities for location- and map-based applications and services designed for and with children. This article investigates the needs and concerns in the design of child-targeted locative systems addressing children’s independent mobility while considering caregivers’ approval and fears. We present a study with seven families (nine children, 8-13-year-old, and seven adults) by taking an interdisciplinary approach. Inspired by scenario-based design, we invited the participants to imagine themselves in independent mobility scenarios (e.g., daughter and father negotiating a school path) and tell what design choices they would make. Our results indicate that the design of a child-targeted locative system should enhance physical safety on the road and enhance online safety.
Cláudia Silva 0002, Catia Prandi, Nuno Nunes 0001, Valentina Nisi
MUM3
2022 Empathic AuRea: Exploring the Effects of an Augmented Reality Cue for Emotional Sharing Across Three Face-to-Face Tasks
abstract
The Empathy-Effective Communication hypothesis states the better a speaker can understand their listener’s emotions, the better can they transmit information; and the better a listener can understand the speaker’s emotions, the better can they apprehend the information. Previous emotional sharing systems have managed to create a space of emotional understanding between collaborators on remote locations using bio-sensing, but how a context of face-to-face communication can benefit from biofeedback is still to be studied. This study introduces a new Augmented Reality communication cue from an emotion recognition neural network model, trained using electrocardiogram physiological data (AuRea). The proposed de-sign is meant to facilitate emotional state understanding, increasing cognitive empathy without compromising the existing verbal, non-verbal, and paraverbal communication cues. We conducted a study where pairs of participants (N=12) engaged in three tasks where AuRea was found to positively affect performance and emotional understanding, but negatively affect memorization.
Andreia Valente, Daniel Simões Lopes, Nuno Nunes 0001, Augusto Esteves
VR3
2022 BreastScreening-AI: Evaluating medical intelligent agents for human-AI interactions
abstract
In this paper, we developed BreastScreening-AI within two scenarios for the classification of multimodal beast images: (1) Clinician-Only; and (2) Clinician-AI. The novelty relies on the introduction of a deep learning method into a real clinical workflow for medical imaging diagnosis. We attempt to address three high-level goals in the two above scenarios. Concretely, how clinicians: i) accept and interact with these systems, revealing whether are explanations and functionalities required; ii) are receptive to the introduction of AI-assisted systems, by providing benefits from mitigating the clinical error; and iii) are affected by the AI assistance. We conduct an extensive evaluation embracing the following experimental stages: (a) patient selection with different severities, (b) qualitative and quantitative analysis for the chosen patients under the two different scenarios. We address the high-level goals through a real-world case study of 45 clinicians from nine institutions. We compare the diagnostic and observe the superiority of the Clinician-AI scenario, as we obtained a decrease of 27% for False-Positives and 4% for False-Negatives. Through an extensive experimental study, we conclude that the proposed design techniques positively impact the expectations and perceptive satisfaction of 91% clinicians, while decreasing the time-to-diagnose by 3 min per patient.
Francisco M. Calisto, Carlos Santiago, Nuno Nunes 0001, Jacinto C. Nascimento
Artif. Intell. Medicine3
2022 Modeling adoption of intelligent agents in medical imaging
Francisco M. Calisto, Nuno Nunes 0001, Jacinto C. Nascimento
Int. J. Hum. Comput. Stud.2
2022 Passive Wi-Fi monitoring in the wild: a long-term study across multiple location typologies
abstract
Abstract In this paper, we present a systematic analysis of large-scale human mobility patterns obtained from a passive Wi-Fi tracking system, deployed across different location typologies. We have deployed a system to cover urban areas served by public transportation systems as well as very isolated and rural areas. Over 4 years, we collected 572 million data points from a total of 82 routers covering an area of 2.8 km2. In this paper we provide a systematic analysis of the data and discuss how our low-cost approach can be used to help communities and policymakers to make decisions to improve people’s mobility at high temporal and spatial resolution by inferring presence characteristics against several sources of ground truth. Also, we present an automatic classification technique that can identify location types based on collected data.
Miguel Ribeiro, Nuno Nunes 0001, Valentina Nisi, Johannes Schöning
Pers. Ubiquitous Comput.2
2021 Promoting Social Inclusion Around Cultural Heritage Through Collaborative Digital Storytelling
Vanessa Cesário, Albert Acedo, Nuno Nunes 0001, Valentina Nisi
ArtsIT3
2021 Dynamic Field of View Restriction in 360° Video: Aligning Optical Flow and Visual SLAM to Mitigate VIMS
abstract
Head-Mounted Display based Virtual Reality is proliferating. However, Visually Induced Motion Sickness (VIMS), which prevents many from using VR without discomfort, bars widespread adoption. Prior work has shown that limiting the Field of View (FoV) can reduce VIMS at a cost of also reducing presence. Systems that dynamically adjust a user’s FoV may be able to balance these concerns. To explore this idea, we present a technique for standard 360° video that shrinks FoVs only during VIMS inducing scenes. It uses Visual Simultaneous Localization and Mapping and peripheral optical flow to compute camera movements and reduces FoV during rapid motion or optical flow. A user study (N=23) comparing 360° video with unrestricted-FoVs (90°), reduced fixed-FoVs (40°) and dynamic-FoVs (40°-90°) revealed that dynamic-FoVs mitigate VIMS while maintaining presence. We close by discussing the user experience of dynamic-FoVs and recommendations for how they can help make VR comfortable and immersive for all.
Paulo Bala, Ian Oakley, Valentina Nisi, Nuno Nunes 0001
CHI4
2021 Interacting with Climate Change: A Survey of HCI and Design Projects and Their Use of Transmedia Storytelling
Nuno Nunes 0001, Valentina Nisi
ICIDS2
2021 Experiencing Contemporary Art at a Distance
Barbara Rita Barricelli, Antonella Varesano, Giuliana Carbi, Torkil Clemmensen, Gian Luca Foresti, José L. Abdelnour-Nocera, Maja Ciric, Gerrit C. van der Veer, Fabio Pittarello, Nuno Nunes 0001, Letizia Bollini, Alexandra Verdeil
INTERACT (5)10
2021 Addressing the Challenges of COVID-19 Social Distancing Through Passive Wi-Fi and Ubiquitous Analytics: A Real World Deployment
Miguel Ribeiro, Nuno Nunes 0001, João Nogueira, Johannes Schöning, Valentina Nisi
INTERACT (2)2
2021 Amnesia in the Atlantic: An AI Driven Serious Game on Marine Biodiversity
Mara Dionisio, Valentina Nisi, Jin Xin, Paulo Bala, Stuart James, Nuno Nunes 0001
ICEC6
2021 Guidelines for braindraw conduction: looking at braindraw under the lens of abduction and semiotics
abstract
Braindraw is a participatory technique in which participants collaboratively design the interface for a proposed solution. Conducting braindraw in different design situations is still a factor of difficulty for its use by human-computer interaction professionals in the software industry, as there is no set of basic guidelines to be followed. In this sense, this article presents a narrative literature review, a set of exploratory case studies to identify initial elements for braindraw conduction, and a case study to evaluate and improve the initial set of elements for braindraw conduction. We analyse the collected data using the thematic analysis method. This resulted in a set of guidelines for braindraw conduction.
Jean C. S. Rosa, Leonardo Costa, Nuno Nunes 0001, Ecivaldo de Souza Matos
Behav. Inf. Technol.4
2021 MapRecorder: analysing real-world usage of mobile map applications
abstract
Millions of people use mobile map applications like Google Maps on a regular basis. However, despite these applications' ubiquity, the literature contains very little information about how these applications are used in the real world. As such, many researchers and practitioners seeking to improve mobile map applications may not be able to identify important challenges and may miss major opportunities for innovation. To address this paucity of usage information, we collected and analysed data during unsupervised usage of Google Maps by replacing the standard application with a wrapped version called MapRecorder. In two studies we recorded data from locals and tourists using our application and collected over 580 minutes of actual application usage from 34 users, spanning 555 unique sessions. We identify typical usage scenarios, observe a large amount of map exploration and elucidate generalisable interaction patterns.
Gian-Luca Savino, Miriam Sturdee, Simon Rundé, Christine Lohmeier, Brent J. Hecht, Catia Prandi, Nuno Nunes 0001, Johannes Schöning
Behav. Inf. Technol.7
2021 Introduction of human-centric AI assistant to aid radiologists for multimodal breast image classification
Francisco M. Calisto, Carlos Santiago, Nuno Nunes 0001, Jacinto C. Nascimento
Int. J. Hum. Comput. Stud.3
2020 Blue whale street art as a landmark: extracting landmarks from children's cognitive maps for the design of locative systems
abstract
In this paper, we present design implications for the creation of digital maps in the context of wayfinding systems for children. In the process, we engaged 70 children in drawing the cognitive maps of their journey from home to school. Conducted in 2017, the study involved fifth-grade students (9-12 years old), at three different public schools in Funchal, Portugal. This paper offers reflections on their drawings and the resulting implications for the design of geographic technologies for children. Our contribution consists in highlighting ten types of landmarks extracted from children's 'maps' clustered into four categories, namely: Newness, Cultural personalization, Infrastructure, and Natural Landscapes.
Cláudia Silva 0002, Catia Prandi, Nuno Nunes 0001, Valentina Nisi
IDC3
2020 BreastScreening: On the Use of Multi-Modality in Medical Imaging Diagnosis
abstract
This paper describes the field research, design and comparative deployment of a multimodal medical imaging user interface for breast screening. The main contributions described here are threefold: 1) The design of an advanced visual interface for multimodal diagnosis of breast cancer (BreastScreening); 2) Insights from the field comparison of Single-Modality vs Multi-Modality screening of breast cancer diagnosis with 31 clinicians and 566 images; and 3) The visualization of the two main types of breast lesions in the following image modalities: (i) MammoGraphy (MG) in both Craniocaudal (CC) and Mediolateral oblique (MLO) views; (ii) UltraSound (US); and (iii) Magnetic Resonance Imaging (MRI). We summarize our work with recommendations from the radiologists for guiding the future design of medical imaging interfaces.
Francisco M. Calisto, Nuno Nunes 0001, Jacinto C. Nascimento
AVI2
2020 PowerShare 2.0: A Gamified P2P Energy Trading Platform
abstract
Peer-to-Peer (P2P) energy trading has emerged as the next-generation energy management mechanism that enables energy consumers and prosumers -- i.e., households that function as both energy producers and consumers - to exchange energy directly with each other. The full development of such a decentralized energy market poses several challenges to the HCI community, especially when it comes to motivating energy users to cooperate with utilities to provide ancillary services that would improve the distribution system as a whole. How to foster this complex cooperation mechanism and ensure participation is still an open research question. Drawing on results from a previous study, we have identified a set of relevant theories and design concepts - namely, Collective Efficacy, Norm Activation Model, and Gamification - that could help answer that question. In this article, we present PowerShare 2.0, a gamified P2P energy trading platform designed based on such concepts and report the initial feedback collected during a preliminary study with both consumers and prosumers.
Sabrina Scuri, Nuno Nunes 0001
AVI2
2020 A visual immersive participatory platform to foster dialogue between locals and tourists
abstract
The paper presents a participatory platform designed and implemented with the aim of fostering dialogue between locals and tourists. The platform exploits the crowd-sourcing paradigm to collect the voice of the locals in order to provide tourists with authentic experiences. The system was designed as an immersive visual storytelling experience, to let the user discover the locals' story in an interactive rich environment. The insights that emerged during a preliminary evaluation with users point out that the system is able to deepen the relationship between locals and tourists while interacting with the platform.
José Candido, Valentina Nisi, Catia Prandi, Nuno Nunes 0001
CCNC4
2020 A data visualization interactive exploration of human mobility data during the COVID-19 outbreak: a case study
abstract
In this paper, we present a real-world study where a community-based tracking infrastructure has been put to good use for understanding human mobility during the COVID-19 outbreak, in order to contrast its diffusion. In particular, the infrastructure, deployed in 81 points of interests (POIs) across the Madeira Islands (Portugal), can collect a massive amount of spatio-temporal data, that can be enriched with potentially independent data sources of additional values (such as the official number of people affected by the coronavirus disease), and crowdsourced data collected by citizens. These enriched hyper-local data can be manipulated to provide i) stakeholders with a visual tool to contrast COVID-19 diffusion through human mobility monitoring, and ii) citizens with an interactive tool to visualize, in real-time, how crowded is a POI and plan their daily activities, and contribute to the data acquisition. Here we present the deployed community-based infrastructure and the data visualization interactive web application, designed to extract meaningful information from human mobility data during the COVID-19 outbreak.
Miguel Ribeiro, Valentina Nisi, Catia Prandi, Nuno Nunes 0001
ISCC4
2020 Enhancing Whale Watching with Mobile Apps and Streaming Passive Acoustics
Nuno Nunes 0001, Marko Radeta, Valentina Nisi
ICEC1
2020 Staying on Track: a Comparative Study on the Use of Optical Flow in 360° Video to Mitigate VIMS
abstract
Visually Induced Motion Sickness (VIMS), when the visual system detects motion that is not felt by the vestibular system, is a deterrent for first-time Virtual Reality (VR) users and can impact its adoption rate. Constricting the field-of-view (FoV) has been shown to reduce VIMS as it conceals optical flow in peripheral vision, which is more sensitive to motion. Additionally, several studies have suggested the inclusion of visual elements (e.g., grids) consistent with the real world as reference points. In this paper, we describe a novel technique dynamically controlled by a video’s precomputed optical flow and participants’ runtime head direction and evaluate it in a within-subjects study (N = 24) on a 360° video of a roller coaster. Furthermore, based on a detailed analysis of the video and participant’s experience, we provide insights on the effectiveness of the techniques in VIMS reduction and discuss the role of optical flow in the design and evaluation of the study.
Paulo Bala, Ian Oakley, Valentina Nisi, Nuno Nunes 0001
IMX4
2020 INTERAQUATICA - Designing Interactive Aquatic Experiences with Geodesic Domes In-the-Wild
abstract
While HCI remains vastly abundant in human- and land- centric applications, in this work we focus on exploring further the Human Computer Biosphere Interaction (HCBI) concept in aquatic settings. Based on the existing techniques for prototyping the geodesic domes, we design them as five marine megafauna species, for the on- and off- shore locations. We describe novel interaction concepts with and within such structures: (i) Turtle AR nesting, (ii) Bird XR watching, (iii) Dolphin acoustic swimming, (iv) Seal night scuba-diving, and (v) Whale projection mapping. We report the design of such interaquatic environments, focused at depicting the ongoing concerns with such marina megafauna species, discussing their feasibility, suggesting research, implementation and validation for all interaquatic domes, planned in our future work.
Marko Radeta, Miguel Andrade, Rúben Freitas, Michael Sousa, Victor Azevedo, Jorge Lopes, Ricardo Jardim, João Gouveia, Maria João Gouveia, Telmo Gonçalves, Cristiano França, João Freitas, Ana Andrade, Alexis Faria, Leonardo Abreu, Mónica Mendes, Nuno Nunes 0001, Valentina Nisi
IMX20
2020 A global monitoring system for electricity consumption and production of household roof-top PV systems in Madeira
Roham Torabi, Sandy Rodrigues, Nuno Cafôfo, Lucas Pereira, Filipe Quintal, Nuno Nunes 0001, Fernando Morgado Dias
Neural Comput. Appl.6
2019 Roam-IO: Engaging with People Tracking Data through an Interactive Physical Data Installation
abstract
Newly emerging urban IoT infrastructures are enabling novel ways of sensing how urban spaces are being used. However, the data produced by these systems are largely context-agnostic, making it difficult to discern what patterns and anomalies in the data mean. We propose a hybrid data approach that combines the quantitative data collected from an urban IoT sensing infrastructure with qualitative data contributed by people answering specific kinds of questions in situ. We developed a public installation, Roam-io, to entice and encourage the public to walk-up and answer questions to suggest what the data might represent and enrich it with subjective observations. The findings from an in the wild study on the island of Madeira showed that many passers-by stopped and interacted with Roam-io and attempted to make sense of the data and contribute in situ observations.
Steven Houben, Ben Bengler, Daniel Gavrilov, Sarah Gallacher, Valentina Nisi, Nuno Nunes 0001, Licia Capra, Yvonne Rogers
Conference on Designing Interactive Systems6
2019 See the World Through the Eyes of a Child: Learning from children's cognitive maps for the design of child-targeted locative systems
abstract
Inspired by HCI research advocating for the inclusion of children in the design process, this pictorial provides a qualitative case study on children's perceptions of urban landscapes. Our goal is to create digital maps in the context of locative systems and wayfinding for children. For this purpose, we engaged 70 students from the city of Funchal (Portugal) in the drawing of a cognitive map of their journey from home to school in the Fall of 2017. These children (9-12 years old) also replied to a brief survey, and 31 out of 70 responded to a face-to-face interview in the Spring of 2018. This pictorial offers an analysis of the drawings as well as providing highlights of the children's own account of their maps. Our work generates a set of 10 themes related to landmarks and design ideas for the creation of digital maps for children.
Cláudia Silva 0002, Catia Prandi, Valentina Nisi, Nuno Nunes 0001
Conference on Designing Interactive Systems5
2019 Towards Locative Systems for, and by, Children: A Cognitive Map Study of Children's Perceptions and Design Suggestions
abstract
This pictorial summarizes a qualitative study of children's perceptions of mobility through their own cognitive map drawings of the journey from home to school. We engaged 27 sixth-grade students (11 to 12 year-old) from Lisbon, Portugal, and analyze their drawings extracting 12 different design recommendations. We use these recommendations to provide design suggestions in terms of i) existing functionalities of mapping applications (that can be re-used); ii) improvements for existing map and wayfinding systems; iii) children's original design suggestions. The qualitative study reported here provides contributions that could help promote sustainable mobility for children in particular, with regards to innovation but also autonomy and supervision by caregivers.
Cláudia Silva 0002, Catia Prandi, Valentina Nisi, Nuno Nunes 0001
Creativity & Cognition5
2019 LOCOMOBIS: a low-cost acoustic-based sensing system to monitor and classify mosquitoes
abstract
Mosquitoes are considered one of the more severe worldwide health hazards. Their populations vary heterogeneously in urban and rural landscapes, and fluctuate with seasonal or climatic trends and human activities. Thus, frequent widespread high-resolution surveillance of mosquitoes is essential for both understanding their complex ecology and behavior, and also predicting disease risk and formulating effective control strategies against mosquito-borne diseases such as malaria, dengue and Zika. To this end, in this paper, we present LOCOMOBIS, a LOw-COst MOsquito BIoacoustic Sensor where the wingbeat sounds produced by mosquitoes in flapping-wing flight are used to identify different species automatically. The sensor has been deployed and tested in a real field deployment and our results demonstrate the practical feasibility of this low-cost nonintrusive approach for monitoring mosquitoes in places requiring vector monitoring aimed at mosquito control or eradication. Moreover, to make the system more ubiquitous and easy to interact with, we implemented a web-based application where it is possible to check the collected data and the automatic species and gender classification.
Dinarte Vasconcelos, Nuno Nunes 0001, Miguel Ribeiro, Catia Prandi, Alex Rogers
CCNC2
2019 "When the Elephant Trumps": A Comparative Study on Spatial Audio for Orientation in 360º Videos
abstract
Orientation is an emerging issue in cinematic Virtual Reality (VR), as viewers may fail in locating points of interest. Recent strategies to tackle this research problem have investigated the role of cues, specifically diegetic sound effects. In this paper, we examine the use of sound spatialization for orientation purposes, namely by studying different spatialization conditions ("none", "partial", and "full" spatial manipulation) of multitrack soundtracks. We performed a between-subject mixed-methods study with 36 participants, aided by Cue Control, a tool we developed for dynamic spatial sound editing and data collection/analysis. Based on existing literature on orientation cues in 360º and theories on human listening, we discuss situations in which the spatialization was more effective (namely, "full" spatial manipulation both when using only music and when combining music and diegetic effects), and how this can be used by creators of 360º videos.
Paulo Bala, Raul Masu, Valentina Nisi, Nuno Nunes 0001
CHI4
2019 SeaMote - Interactive Remotely Operated Apparatus for Aquatic Expeditions
Marko Radeta, Miguel Ribeiro, Dinarte Vasconcelos, Jorge Lopes, Michael Sousa, João Monteiro 0004, Nuno Nunes 0001
INTERACT (3)7
2019 An HCI Perspective on Distributed Ledger Technologies for Peer-to-Peer Energy Trading
Sabrina Scuri, Gergana Tasheva, Luísa Barros, Nuno Nunes 0001
INTERACT (3)4
2019 Communication on Requirements Elicitation and Interaction Design through SPIDe (S)
abstract
Participatory Design has a large number of techniques that can be used for requirements elicitation and interaction design.However, choosing a technique (or set of them) suitable for both processes can be challenging.In this sense, in this paper, we present a semio-participatory methodological process -SPIDe -for requirements elicitation integrated with interaction design, by means of a case study, with the objective of investigate if the results of SPIDe application satisfies the needs and desires of users, and how communication process occurs during SPIDe application.This paper contributes to the use of Semiotics and Participatory Design for requirements engineering and interaction design, to the integration of both areas, and to the SPIDe application.
Jean C. S. Rosa, Beatriz Brito do Rêgo, Filipe A. Garrido, Nuno Nunes 0001, Ecivaldo de Souza Matos
SEKE5
2018 POSEIDON - Passive-acoustic Ocean Sensor for Entertainment and Interactive Data-gathering in Opportunistic Nautical-activities
abstract
Recent years demonstrate an increased interest in Passive Acoustic Monitoring (PAM) applications when studying cetaceans. However, they remain expensive underwater systems and targeted for industrial and military purposes. While the usage of smartphones as acoustic sensors has been observed in terrestrial environments, ocean and nautical PAM applications remain greatly unexplored. This paper presents the design, deployment and testing of a POSEIDON system, used for real-time augmentation of whale-watching experiences. We collect and use cetaceans' vocal call acoustic samples (clicks, moans and whistles) and apply machine learning for offline model training and prediction. When discriminating the calls, we find that Extra Trees and Gradient Boosting outperform other classifiers (>0.95 confidence threshold). Collected samples are at disposal to citizen scientists and marine biologists. Future studies involve real-time on-boat user testing.
Marko Radeta, Nuno Nunes 0001, Dinarte Vasconcelos, Valentina Nisi
Conference on Designing Interactive Systems2
2018 Cue Control: Interactive Sound Spatialization for 360° Videos
Paulo Bala, Raul Masu, Valentina Nisi, Nuno Nunes 0001
ICIDS4
2018 Watt-I-See: Design and Evaluation of an Interactive Installation Using Eco-feedforward Strategies
abstract
In this paper, we present the design and evaluation of Watt-I-See (WISE), a tangible interactive installation aimed at probing awareness in two target audiences (children and adults) about renewable energy resources that could inform eco-feedforward strategies. Our system combines a tangible interface representing five different energy sources, with a set of Lego™ blocks used to manipulate different weather conditions that affect the available energy mix. Through the evaluation of WISE, our main goal was to expose users to the effort necessary to produce the energy used in our day-to-day lives. We evaluated the installation separately for children and adults. The focus on children was due to their importance in the overall household consumption and their role in future scenarios where consumers will have to adapt to the availability of renewable energy sources. The focus on adults was to observe the impact of such information in their decision making regarding their routines. Our findings highlight the success of the interface in engaging children and adults, creating awareness between weather conditions and energy production and the fossil-fuel energy baseline in the grid. Overall, the study highlights the importance of providing a close point-of-interaction feedback as it enables a better understanding of energy-related decisions, reactions, and availability of resources.
Filipe Quintal, Mary Barreto, Clinton Jorge, Valentina Nisi, Nuno Nunes 0001
Interact. Comput.5
2017 Step by Step: Evaluating Navigation Styles in Mixed Reality Entertainment Experience
Mara Dionisio, Paulo Bala, Valentina Nisi, Ian Oakley, Nuno Nunes 0001
ACE5
2017 A Tattooed Bracelet for Child Vaccination Records in a Developing World Context
abstract
Abstract This paper proposes technical solutions to collect, record, and track health vaccination records for children in a developing world context. The problem we address in this paper is very important, and often underappreciated. Our solution consists of two elements: bracelets containing NFC tags (intended to be worn by the children), and NFC enabled Android smartphones (intended to be used by the doctors) in order to manage the vaccine information contained within the bracelets. We use a tattoo design inspired by ethnography for our prototype of the NFC enabled bracelet. The visual representation of the tattoo is printed on the bracelet surface. It conveys an overall picture of the current vaccination status. Furthermore, the tattoo is the central element of the user interface of the Android App that allows the doctors to access, read, and update more detailed information about the child's vaccination status.
Bongkeum Jeong, Jesús Ibáñez 0001, Nuno Nunes 0001, Mon-Chu Chen
IDC3
2017 The Geography of Pokémon GO: Beneficial and Problematic Effects on Places and Movement
abstract
The widespread popularity of Pokémon GO presents the first opportunity to observe the geographic effects of location-based gaming at scale. This paper reports the results of a mixed methods study of the geography of Pokémon GO that includes a five-country field survey of 375 Pokémon GO players and a large scale geostatistical analysis of game elements. Focusing on the key geographic themes of places and movement, we find that the design of Pokémon GO reinforces existing geographically-linked biases (e.g. the game advantages urban areas and neighborhoods with smaller minority populations), that Pokémon GO may have instigated a relatively rare large-scale shift in global human mobility patterns, and that Pokémon GO has geographically-linked safety risks, but not those typically emphasized by the media. Our results point to geographic design implications for future systems in this space such as a means through which the geographic biases present in Pokémon GO may be counteracted.
Ashley Colley, Jacob Thebault-Spieker, Allen Yilun Lin, Donald Degraen, Benjamin Fischman, Jonna Häkkilä, Kate Kuehl, Valentina Nisi, Nuno Nunes 0001, Nina Wenig, Dirk Wenig, Brent J. Hecht, Johannes Schöning
CHI9
2017 Evaluating User Experience in 360º Storytelling Through Analytics
Paulo Bala, Valentina Nisi, Nuno Nunes 0001
ICIDS3
2017 Evaluating the influence of location and medium applied to mobile VR storytelling
abstract
This paper investigates whether location and medium affect the experience of interactive storytelling in the context of mobile Virtual Reality systems. For this purpose, we discuss the development of Fragments of Laura, a location-aware multimedia application in a larger interactive transmedia story, where users can view a 360° narrative in a 3D environment. We conducted a user study with the intention of measuring Presence, Flow and Narrative Transportation and evaluate four scenarios resulting from the combination of two independent variables - location (existence and absence of links between the test location and the narrative location) and medium (tablet and mobile virtual reality with smartphones). Our results show that the user experience while watching a narrative fluctuates depending on the location where is viewed and the device in which is viewed. Locations linked with the content lead to a significantly increased Flow, Presence, and Narrative Transportation.
Paulo Bala, Mara Dionisio, Rui Trindade, Sandra Câmara Olim, Valentina Nisi, Nuno Nunes 0001
MUM6
2017 Fragments of laura: incorporating mobile virtual reality in location aware mobile storytelling experiences
abstract
As 360° immersive Mobile Virtual Reality (MVR) experiences are reaching a wider public, thanks to inexpensive and more powerful mobile technology available on the shelves, it is also rapidly growing as a research arena to investigate how to best design such VR experiences. Adding to this research direction, in this paper we report on an exploratory study designed to evaluate users perception in "Fragments of Laura", a mobile location-aware storytelling experience that uses MVR in a public setting. Results from the study encourage us to pursuit investigation as the experience was well received by the participants and provided an enjoyable experience, however, we discovered that there are still design challenges to overcome in order for MVR to be widely adopted within a public setting. Such as, finding the balance between multimedia and immersive multimedia, providing an "onboarding" time for such media and proper locations for the content consumption.
Mara Dionisio, Paulo Bala, Valentina Nisi, Nuno Nunes 0001
MUM4
2017 Fighting exclusion: a multimedia mobile app with zombies and maps as a medium for civic engagement and design
Catia Prandi, Marco Roccetti, Paola Salomoni, Valentina Nisi, Nuno Nunes 0001
Multim. Tools Appl.5
2017 Welcome to the First Issue of PACMHCI EICS
abstract
The Proceedings of the ACM (PACM) was initiated by ACM in 2015 as overarching framework for publishing high quality computer science research. The goal for these new journals is to provide an alternate journal publication model for rigorous research papers that have traditionally been presented at major ACM conferences. PACM titles cross multiple intellectual communities, and each separate PACM is designed to represent a broad, but consistent, reach area. This is the first issue of the Proceedings of the ACM on Human Computer Interaction (PACMHCI), which represents the varied topics and communities that compose the broader study of Human Computer Interaction (HCI). The rich heterogeneity of this field can be expressed as deep ethnographies of information use in context, to experiments showing the effectiveness of interface designs, to the production of new technologies that push the limits of how we interact with computers, and much more. The production of PACMHCI will focus on content associated with major research communities that are supported by the ACM Special Interest Group on Human-Computer Interaction (SIGCHI). Individual issues will be largely associated with separate research communities, who may then also select papers from the issue for presentation at their major conferences. These research communities provide the volunteers and editors necessary to provide the rigorous review and editorial process that will define this journal. Those editors will serve on the overall board for ACMHCI, to help bridge our diverse communities. Leveraging our research communities allows us to provide high-quality reviewing while maintaining the quick processing of work that is important in this quickly moving field. This inaugural issue of PACMHCI represents work from the Engineering Interactive Computing Systems (EICS) community. EICS gathers researchers that aim to improve the ways we build interactive systems. Building interactive systems is a multi-faceted and challenging activity, involving a plethora of different actors and roles. This is particularly true in the domain of HCI, where we continuously push the edge of what is possible, where there is a crucial need for adequate processes, tools and methods to build reliable, useful and usable systems that help people cope with the ever-increasing complexity of work and life. The primary goal of the EICS research community is to create novel and high quality contributions in this direction. Although there are only three articles in this first issue, our pipeline for future issues is promising. In the first submission cycle, 41 papers were submitted and, of those, 22 were asked for major revisions. We expect a good number of those 22 papers to be ultimately accepted over the coming months. We are grateful to our newly-formed Editorial Board consisting of more than 70 experts for lending their support and knowledge to the new journal. More information about PACMHCI can be found at http://pacmhci.acm.org/.
Gaëlle Calvary, Jeffrey Nichols 0001, José Creissac Campos, Nuno Nunes 0001, Pedro F. Campos
Proc. ACM Hum. Comput. Interact.4
2016 What-I-See: A Tangible Visualization of Energy
abstract
This paper describes a tangible visualization that explores the link between the impact of energy feedback on household consumers and the resource demand impact on energy production. Specifically, it positions a novel perspective attempting to move beyond the known limitations of current eco-feedback systems and contributes to enhance our understanding of how consumers comprehend energy production. The work is informed by a comprehensive study of an installation that displays the ratio of current power generation sources and the percentage of grid renewables. The paper provides design insights for creating novel eco-feedback visualizations that leverage the balance between user lifestyles and the desire to influence consumption behaviors and practices. Evaluation results show an increase in energy literacy and awareness as well as identifies high consumer preferences towards simple, representative interfaces and ubiquitous immediate feedback. Our study shows potential in terms of future scenarios for eco-feedback in distributed energy micro-generation and other inevitable disruptive changes for the energy utility.
Filipe Quintal, Clinton Jorge, Valentina Nisi, Nuno Nunes 0001
AVI4
2016 Leveraging user expertise in collaborative systems for annotating energy datasets
abstract
While tasks such as segmenting images or determining the sentiment expressed in a sentence can be assigned to regular users, some others require background knowledge and thus, the selection of expert users. In the case of energy datasets, acquiring data represents an obstacle to develop data-driven methods, due to prohibitive monetary and time costs linked to the instrumentation of households in order to monitor the energy consumption. More so, most datasets only contain pure power time series, despite labels being required to determine when a device is in use from when it is idle (incurring stand-by consumption or being off), and by extension to separate human activities triggering the consumption from the baseline consumption. We build upon our Collaborative Annotation Framework for Energy Datasets (CAFED) to evaluate and distinguish the performance of expert users against that of regular users. Through a user study with curated benchmark annotation tasks, we provide data-driven and efficient techniques to detect weak and adversarial workers and promote users when the contributors' user-base is limited. Additionally, we show that if carefully selected, the seed gold standard tasks can be reduced to a small number of tasks that are representative enough to determine the user's expertise and predict crowd-combined annotations with high precision.
Hông-Ân Sandlin, Felix Rauchenstein, Tri Kurniawan Wijaya, Karl Aberer, Nuno Nunes 0001
IEEE BigData5
2016 Estimating human interactions with electrical appliances for activity-based energy savings recommendations
abstract
Since the power consumption of different electrical appliances in a household can be recorded by individual smart meters, it becomes possible to start considering in more detail the interactions of the residents with those devices throughout the day. Appliances' usages should not be considered as independent events, but rather as enablers for activities. Leveraging activity knowledge over time will allow us to design personalized energy efficient measures. We envision the design of future ambient intelligence systems, where the smart home can optimize the energy consumption in regards to the lifestyles of its residents and the smart grid's needs. In this work, we propose an automated method for determining when an electrical device is triggered by households' residents solely from its power trace. Knowing when an appliance is in use is required for identifying recurrent patterns that could later be understood as activities.
Hông-Ân Sandlin, Tri Kurniawan Wijaya, Karl Aberer, Nuno Nunes 0001
IEEE BigData4
2016 Temporal association rules for electrical activity detection in residential homes
abstract
Attaining energy efficiency requires understanding human behaviors triggering energy consumption within households. In conjunction to providing appliance-level feedback, targeting human activities that involve the usage of electrical appliances can provide a higher abstraction level to bring awareness to the electricity wastage. In this paper, we make use of a large dataset with appliance- and circuit-level power data and provide a framework for determining temporal sequential association rules. Sequences of time intervals where the appliances are in usage can vary in their order, duration and the time elapsed between these events. Our contribution consists in providing a full pipeline for mining frequent sequential itemsets and a novel way to discover the time windows during which these sequences of events occur and to capture their variance in terms of duration and order. Our method is data-driven and relies on the data's statistical properties and allows us to avoid an exhaustive search for the time windows' sizes, by relying instead on machine learning techniques to identify and predict those time windows.
Hông-Ân Sandlin, Tri Kurniawan Wijaya, Karl Aberer, Nuno Nunes 0001
IEEE BigData4
2016 IVRUX: A Tool for Analyzing Immersive Narratives in Virtual Reality
Paulo Bala, Mara Dionisio, Valentina Nisi, Nuno Nunes 0001
ICIDS4
2016 Transmedia Storytelling for Exposing Natural Capital and Promoting Ecotourism
Mara Dionisio, Valentina Nisi, Nuno Nunes 0001, Paulo Bala
ICIDS3
2016 Bridging Enterprise and Software Engineering Through an User-Centered Design Perspective
Thiago Rocha Silva, Marco Winckler, Nuno Nunes 0001
WISE (2)4
2015 A collaborative framework for annotating energy datasets
abstract
Targeting human activities responsible for the energy consumption instead of focusing solely on single appliance feedback for achieving energy efficiency in residential homes would link human behaviors to the resulting energy consumption. To this end, learning when appliances are in an active or idle state and the related user activity is crucial. Until smart appliances become widespread and can communicate their internal state, identifying when the residents interact with the appliances has to be determined from the available information that can be recorded from these devices. Developing and validating learning models require ground truth in the form of annotations to indicate when an appliance is active or idle. Launching data collection campaigns to incorporate these missing ground truth data involves careful planning before the roll-out of the experiment. Prohibitive costs for the hardware and time investment to monitor the deployed equipment are necessary for quality data. As such, publicly released datasets containing appliance-level data offer a basis for most researchers. This paper addresses these challenges by providing a collaborative web-based framework to retrofit labeling on existing datasets. The platform is publicly available, applies the wisdom of the crowd in the realm of energy research and leverages gamification techniques to encourage users' active contribution. The access to the platform and furthermore to the expert manually labeled dataset intends to enable future research and foster more collaboration in this area.
Hông-Ân Sandlin, Tri Kurniawan Wijaya, Karl Aberer, Nuno Nunes 0001
IEEE BigData4
2015 Evaluation of Yasmine's Adventures: Exploring the Socio-Cultural Potential of Location Aware Multimedia Stories
Mara Dionisio, Mary Barreto, Valentina Nisi, Nuno Nunes 0001, Julian Hanna, Bianca Herlo, Jennifer Schubert
ICIDS4
2015 MStoryG: Exploring Serendipitous Storytelling Within High Anxiety Public Spaces
Clinton Jorge, Valentina Nisi, Julian Hanna, Nuno Nunes 0001, Miguel Caldeira, Amanda Marinho
INTERACT (4)4
2015 Yasmine's Adventures: An Interactive Urban Experience Exploring the Sociocultural Potential of Digital Entertainment
Valentina Nisi, Mara Dionisio, Julian Hanna, Nuno Nunes 0001
ICEC5
2013 Eat&Travel: A New Immersive Dining Experience for Restaurants
Mara Dionisio, Duarte Teixeira, Po-An Shen, Mario Dinis, Mon-Chu Chen, Nuno Nunes 0001, Valentina Nisi, José Paiva
Advances in Computer Entertainment6
2013 Engaging children in longitudinal behavioral studies through playful technologies
abstract
Measuring children's behaviors and experiences has been one of the core interests of the field of Child-Computer Interaction. However, maintaining children's engagement in the evaluation process is one of the challenges that researchers need to meet. In this paper we introduce Playful Booth, a system that aimed at engaging children in playful photo taking practices with the goal of capturing their social interactions over prolonged periods of time. We then present a 4-week-long deployment of Playful Booth with a total of seventy children that aimed at addressing three research questions. First, does playful booth create initial engagement on children and does it sustain this engagement over prolonged periods of time? Second, can the deployment be sustained for prolonged periods of time with minimal resources? Last, do behavioral data as captured from playful booth reflect children's actual social participation in the school community?
Olga Lyra, Evangelos Karapanos, Rúben Gouveia 0001, Valentina Nisi, Nuno Nunes 0001
IDC5
2013 Storytelling and the Use of Social Media in Digital Art Installations
Clinton Jorge, Julian Hanna, Valentina Nisi, Nuno Nunes 0001, Miguel Caldeira, Giovanni Innella, Amanda Marinho
ICIDS4
2013 WattsBurning on My Mailbox: A Tangible Art Inspired Eco-feedback Visualization for Sharing Energy Consumption
Filipe Quintal, Mary Barreto, Nuno Nunes 0001, Valentina Nisi, Lucas Pereira
INTERACT (4)3
2013 WATTSBurning: Design and Evaluation of an Innovative Eco-Feedback System
Filipe Quintal, Lucas Pereira, Nuno Nunes 0001, Valentina Nisi, Mary Barreto
INTERACT (1)3
2012 HomeTree - An Art Inspired Mobile Eco-feedback Visualization
Filipe Quintal, Valentina Nisi, Nuno Nunes 0001, Mary Barreto, Lucas Pereira
Advances in Computer Entertainment3
2012 Supporting the aviation industry: a traveler-centered approach
abstract
The aviation industry is fundamental to today's connected global economies, rapidly and effectively linking people, places and cultures. However, aviation struggles to provide a high quality of service; air travelers typically report dissatisfaction and frustration with their experiences. This paper describes fieldwork in the form of 63 interviews that aims to understand the needs of air travelers in order to improve user experiences during and around air travel. Three themes from this traveler-centered user research process are presented and the design of FlyTalk, a mobile phone application inspired by this data and tailored to the needs of air travelers is described. FlyTalk collates existing information about airports and their procedures, presents this to users in a location and context aware interface and seamlessly integrates social media features connecting travelers with both their service providers and each other. This paper argues air travel is an important but overlooked domain for HCI practitioners and that mobile applications that meet user needs in this scenario have the potential to reduce travel costs while improving traveler satisfaction.
Kagonya Awori, Andreia Gonçalves, Emme Clark, Troy Effner, Justine Yang, Ian Oakley, Nuno Nunes 0001
Conference on Designing Interactive Systems7
2011 Beyond Eco-feedback: using art and emotional attachment to express energy consumption
abstract
This paper describes several art based eco-feedback concepts conceived around the potential of emotional attachment between people and the natural environment. Starting from a sensor-infrastructure that looks at how families consume electricity in their homes, we investigate several artistic visualizations of the Madeiran local landscapes exploring the connection between families and elements of the endemic laurel forest. The approach described here leverages digital art as a means to go beyond traditional eco-feedback technology. By coupling people and the forest landscapes we intend to narrow the physical, temporal and psychological gaps between our everyday actions and nature. We explore how people can build a direct emotional connection between their daily energy consumption and the impact on the natural environment (such as climate change and related forest fires, mudslides, desertification and erosion).
Valentina Nisi, Diego Nicoletti, Raffaella Nisi, Nuno Nunes 0001
Creativity & Cognition4
2011 Social Translucence as a Theoretical Framework for Sustainable HCI
Mary Barreto, Evangelos Karapanos, Nuno Nunes 0001
INTERACT (4)3
2011 Hammering Models: Designing Usable Modeling Tools
Ko-Hsun Huang, Nuno Nunes 0001, Leonel Nóbrega, Larry L. Constantine, Mon-Chu Chen
INTERACT (3)2
2011 Customer Experience Modeling: Designing Interactions for Service Systems
Jorge Grenha Teixeira, Lia Patrício, Nuno Nunes 0001, Leonel Nóbrega
INTERACT (4)3
2010 SINAIS: home consumption package: a low-cost eco-feedback energy-monitoring research platform
abstract
This paper describes a low cost eco-feedback energy monitoring research platform. The prototype system developed in Quartz Composer uses the computer's audio input and a current transformer to calculate real-time energy usage while also offering multiple visualization options and tracking human-activities. The prototype is being used in a multidisciplinary research project to understand the long-term effects of eco-feedback and enduring behavioral changes towards practices that promote sustainability.
Filipe Quintal, Nuno Nunes 0001, Adrian Ocneanu, Mario Berges
Conference on Designing Interactive Systems2
2007 Towards useful and usable interaction design tools: CanonSketch
abstract
Despite all the effort dedicated to bringing better User-Centered Design (UCD) tools to market, current studies show that the industry is still dominated by tools that do not support the activities and workstyles of designers. Also, there is a growing need for interaction design tools aimed at software engineers, a problem related to bringing usability into the software engineering processes. We propose a new workstyle model that can be effectively used to envision, design and evaluate a new generation of innovative interaction and software design tools, aimed at integrating usability and software engineering. We illustrate the effectiveness of our model by describing a new tool, called CanonSketch, that was built in order to support UCD in terms of the dimensions in our workstyle model. We also describe an evaluation study aimed at contrasting paper prototyping with our tool as well as the level of workstyle support.
Pedro F. Campos, Nuno Nunes 0001
Interact. Comput.2
2005 Galactic Dimensions: A Unifying Workstyle Model for User-Centered Design
Pedro F. Campos, Nuno Nunes 0001
INTERACT2
2004 Designing interaction experiences for multi-platform service provision with essential use cases
abstract
This paper addresses the problem of interaction design for service provision to customers in a multi-platform environment. It is based on a qualitative and quantitative study of a Portuguese multi-channel retail bank, and shows that, as most of the financial operations are functionally available across the different service platforms, experience requirements become increasingly influential in customers' usage of the different channels. Different financial services generate different interaction needs, and the fit between experience requirements and channel performance in satisfying those needs has a strong impact on customer channel choices. Based on these findings, essential use cases are applied and extended to capture experience requirements for the different financial operations in a technology independent way. With this approach, interaction designers can identify which platforms are best suited to provide the different services available, improving the multi-channel service as a whole. On the other hand, it also enables the identification of areas of interaction experience that need improvement in each platform, if services offered are likely to be effectively used.
Lia Patrício, João Falcão e Cunha, Raymond P. Fisk, Nuno Nunes 0001
IUI4
2004 Making model-based UI design practical: usable and open methods and tools
abstract
Model-based IU is an established discipline. However, it has not been adopted in the software industry with the initial expected success, and it has been kept in the meanwhile in the academia. The main aim of this workshop is to analyze the current problems with model-based UI design approaches and envision the main characteristics and challenges to solve in the next generation of model-based UI tools.
Hallvard Trætteberg, Pedro J. Molina, Nuno Nunes 0001
IUI3
2004 Customer Experience Requirements for Multi-platform Service Interaction: Bringing Services Marketing to the Elicitation of User Requirements
Lia Patrício, Raymond P. Fisk, João Falcão e Cunha, Nuno Nunes 0001
RE4
1999 A Bridge Too Far: Can UML Finally Help Bridge the Gap?
Nuno Nunes 0001
INTERACT1