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Ronny Andrade

dblp:194/3649 · also Ronny Xavier Andrade Parra · DBLP profile ↗
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4ranked-venue papers
3as first author
2since 2021 · last 2025
0000-0003-2625-1572ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Accessibility and assistive technology · 77% Games and playful interaction · 23%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology › software accessibility
game accessibility
0.412020
Introducing the Gamer Information-Control Framework: Enabling Access to Digital Games for People with Visual Impairment · CHI 2020
Games and playful interaction › game design
inclusive game design
0.412019
Playing Blind: Revealing the World of Gamers with Visual Impairment · CHI 2019

Methods — techniques the papers use, named apart from their topics

framework development · 0.4thematic analysis · 0.4online survey · 0.4follow-up interviews · 0.4
YearPublicationVenuePosition
2025 Service Learning as a Catalyst for Building HCI Capacity in the Global South: Reflections from a First Exploration in Ecuador
Marisol Wong-Villacres, Ronny Andrade, Gladys Carrillo
COMPASS2
2025 Academics' Reflections on Delivering Hybrid Lessons Through the Analytical Language of Seams and Patchwork
abstract
This paper presents insights from a series of interviews with academics at a public university in Ecuador, exploring their experiences in transitioning to synchronous hybrid teaching during the COVID-19 pandemic. This study reveals the challenges faced by academics in navigating the cultural, infrastructural, and technological seams present in the delivery of hybrid lessons in a country in the Global South. The findings provide empirical evidence of the invisible work undertaken by academics to address these challenges, the importance of providing adequate supports for academics when adopting hybrid learning, and the role of student agency in these settings. Finally, we reflect on the implications of deploying hybrid learning for academics' pedagogical practice. By applying the analytical language of seams and patchwork, the study sheds light on the complexities of hybrid learning implementation in a context marked by socio-economic and technological constraints.
Ronny Andrade, Adriano Pinargote, Gladys Carrillo, Katherine Chiluiza
Proc. ACM Hum. Comput. Interact.1
2020 Introducing the Gamer Information-Control Framework: Enabling Access to Digital Games for People with Visual Impairment
abstract
In this paper, we present a foundation for understanding the elements that enable people with visual impairment to engage with digital games. This is defined by the gamer's relation- ships with information and with elements of control provided by the game, and is mediated through in-game metaphors and affordances when gamers interact as users or creators. This work complements previous research exploring the points of view of gamers with visual impairment by focusing on the games they play and prioritising the relationships between the key enablers of access to digital games. Using the framework to examine existing and missing components will enable de- signers to consider broader aspects of accessibility in game design.
Ronny Andrade, Melissa J. Rogerson, Jenny Waycott, Steven Baker 0001, Frank Vetere
CHI1
2019 Playing Blind: Revealing the World of Gamers with Visual Impairment
abstract
Previous research on games for people with visual impairment (PVI) has focused on co-designing or evaluating specific games - mostly under controlled conditions. In this research, we follow a game-agnostic, "in-the-wild" approach, investigating the habits, opinions and concerns of PVI regarding digital games. To explore these issues, we conducted an online survey and follow-up interviews with gamers with VI (GVI). Dominant themes from our analysis include the particular appeal of digital games to GVI, the importance of social trajectories and histories of gameplay, the need to balance complexity and accessibility in both games targeted to PVI and mainstream games, opinions about the state of the gaming industry, and accessibility concerns around new and emerging technologies such as VR and AR. Our study gives voice to an underrepresented group in the gaming community. Understanding the practices, experiences and motivations of GVI provides a valuable foundation for informing development of more inclusive games.
Ronny Andrade, Melissa J. Rogerson, Jenny Waycott, Steven Baker 0001, Frank Vetere
CHI1