Microtransactions, small in-app purchases within virtual environments, have become increasingly prevalent in modern gaming, often leading to addictive behaviors and financial burdens, particularly among young male players. The potential consequences of such microtransactions within the metaverse extend beyond gaming, as they provide companies with unprecedented control over user experiences and the ability to capitalize personal data for targeted advertising and manipulative practices. This article presents a comprehensive framework for the ethical analysis and design of microtransactions in the metaverse to address these concerns. This three-dimensional framework explores Motivation, Engagement, and Fairness to evaluate the impact of microtransactions on user autonomy, social interactions, and overall fairness. Additionally, the paper conducts a running example on World of Warcraft to assess the alignment of its microtransaction design choices with the proposed ethical principles. By shedding light on these issues, this article aims to raise awareness among consumers, developers, and policymakers about the need for responsible practices, consumer protection, and privacy preservation in the metaverse. It emphasizes fostering collaboration and transparency to safeguard users from misuse while promoting a user-centric metaverse ecosystem.
2022
Sensors
A Model to Develop Chatbots for Assisting the Teaching and Learning Process
Recently, in the commercial and entertainment sectors, we have seen increasing interest in incorporating chatbots into websites and apps, in order to assist customers and clients. In the academic area, chatbots are useful to provide some guidance and information about courses, admission processes and procedures, study programs, and scholarly services. However, these virtual assistants have limited mechanisms to suitably help the teaching and learning process, considering that these mechanisms should be advantageous for all the people involved. In this article, we design a model for developing a chatbot that serves as an extra-school tool to carry out academic and administrative tasks and facilitate communication between middle-school students and academic staff (e.g., teachers, social workers, psychologists, and pedagogues). Our approach is designed to help less tech-savvy people by offering them a familiar environment, using a conversational agent to ease and guide their interactions. The proposed model has been validated by implementing a multi-platform chatbot that provides both textual-based and voice-based communications and uses state-of-the-art technology. The chatbot has been tested with the help of students and teachers from a Mexican middle school, and the evaluation results show that our prototype obtained positive usability and user experience endorsements from such end-users.
JIFS
An Approach to the Classification of Educational Chatbots
Urquiza-Yllescas, José Fidel,
Mendoza, Sonia,
Rodríguez, José,
and Sánchez-Adame, Luis Martín
Nowadays, chatbots have become popular tools in such a way that they are used in different sectors like commercial, elderly care, tourism, and education. The COVID-19 pandemic has forced many students and teachers to suspend face-to-face classes. Therefore, schools and governments have found it necessary to continue education remotely, using the resources provided by the Internet. This fact has created a greater interest in educational chatbots, so several projects have been proposed to develop these academic tools, each following its way of implementation and addressing issues from different points of view. This paper presents a proposal for chatbot classification, following the Systematic Mapping Study and an iterative method to review and classify educational chatbots. We also discuss the resulting categories and their characteristics and limitations and possible uses by developers and researchers.
2021
Sensors
An Architecture for Collaborative Terrain Sketching with Mobile Devices
Mendoza, Sonia,
Cortés-Dávalos, Andrés,
Sánchez-Adame, Luis Martín,
and Decouchant, Dominique
3D terrains used in digital animations and videogames are typically created by several collaborators with a single-user application, which constrains them to update the shared terrain from their PCs, using a turn-taking strategy. Moreover, collaborators have to visualize the terrain through 2D views, confusing novice users when conceiving its shape in 3D. In this article, we describe an architecture for collaborative applications, which allow co-located users to sketch a terrain using their mobile devices concurrently. Two interaction modes are supplied: the standard one and an augmented reality-based mode, which helps collaborators understand the 3D terrain shape. Using the painting with brushesparadigm, users can modify the terrain while visualizing its shape evolution through the camera of their devices. Work coordination is promoted by enriching the 3D space with each collaborator’s avatar, which provides awareness information about identity, location, and current action. We implemented a collaborative application from this architecture that was tested by groups of users, who assessed its hedonic and pragmatic qualities in both interaction modes and compared them with the qualities of a similar Web terrain editor. The results showed that the augmented reality mode of our prototype was considered more attractive and usable by the participants.
IEEE Latam Trans
Towards a Set of Heuristics for Evaluating Chatbots
Chatbots are artificial intelligence tools that interact with people in different contexts. A chatbot can be useful to streamline daily processes, serve customers 24 hours a day, provide information about classes, among other things. The appearance of new development technologies has made creating a chatbot an increasingly fast and straightforward process, bringing this kind of applications to people who had never considered using them before. However, this speed in development can lead to specific problems, many of them caused by the lack of usability evaluations. Heuristic usability evaluations are user interface review processes carried out by experts and are an essential part of any assessment process. To date, there are no heuristics to evaluate the usability of chatbots. Therefore, this work proposes five usability heuristics in chatbots that come from the experience developing this type of applications, as well as from a broad review of state of the art. The set of heuristics was tested using a case study with the help of five experts, who evaluated an education-oriented chatbot. The results revealed that, although the proposed heuristics need refinement, they are an excellent first step in broadening the horizon of usability evaluations in chatbots.
2020
App. Sci.
Measuring Anticipated and Episodic UX of Tasks in Social Networks
Sánchez-Adame, Luis Martín,
Urquiza-Yllescas, José Fidel,
and Mendoza, Sonia
Today, social networks are crucial commodities that allow people to share different contents and opinions. In addition to participation, the information shared within social networks makes them attractive, but success is also accompanied by a positive User eXperience (UX). Social networks must offer useful and well-designed user-tools, i.e., sets of widgets that allow interaction among users. To satisfy this requirement, Episodic User eXperience (EUX) yields reactions of users after having interacted with an artifact. Anticipated User eXperience (AUX) grants the designers the capacity to recollect users’ aspirations, assumptions, and needs in the initial development phase of an artifact. In this work, we collect UX perceived in both periods to contrast user expectations and experiences offered on social networks, in order to find elements that could improve the design of user-tools. We arrange a test where participants (N=20) designed prototypes on paper to solve tasks and then did the same tasks on online social networks. Both stages are assessed with the help of AttrakDiff, and then we analyze the results through t-tests. The results we obtained suggest that users are inclined towards pragmatic aspects of their user-tools expectations.
Patents
2023
IMPI
Sistema y Método Para Generar Una Interfaz de Usuario Multimodal En Múltiples Dispositivos De Cómputo Que Conforman Espacios Interactivos
Organizations are constantly navigating a complex landscape of users, information, and security policies. Nomadic workers and visitors move throughout the organization, accessing resources and services to accomplish their goals. However, existing access control solutions often follow a general-purpose centralized approach, which can lead to limitations such as system bottlenecks and failures, and misunderstanding and confusion in people. In some cases, access control is performed in a manual way by the own workers. In this paper, we propose an innovative solution: an Area Management System (AMS) that addresses the unique needs of nomadic users. AMS takes into account the goals and requirements of nomadic users, the security policies of organizations, and the permissions and restrictions of specific areas. By distributing access control management, our solution can provide a more efficient and comprehensive approach to administrating resources, services, and information within an area.
HCII 2023
Towards an Interaction Design Framework for IoT Healthcare Systems
Monroy-Rodríguez, Guillermo,
Sánchez-Adame, Luis Martín,
Mendoza, Sonia,
Valdespin-Garcia, Ivan Giovanni,
and Decouchant, Dominique
In Distributed, Ambient and Pervasive Interactions
2023
The rising prevalence of chronic conditions has fuelled the development of numerous devices and IoT systems to improve patients’ health outcomes. Despite the abundance of these solutions, their usability remains a significant challenge, hindering their adoption and effectiveness. This paper proposes a conceptual interaction design framework for IoT healthcare systems that prioritises the three critical components of usability: effectiveness, efficiency, and satisfaction. To develop the framework, we conducted a state of the art review and interviewed patients and health experts using the Design Sprint methodology. This resulted in the creation of three personas and their related user stories. Our framework consists of three main components: User Interfaces as Services, Context-Aware Interactions, and User-Centred Data Management. A hypothetical scenario of a digital companion for individuals with diabetes was used to demonstrate the feasibility of the framework. The results of the proposal underscore the importance of considering all stakeholders when designing IoT systems and highlight the potential for individuals to benefit from a more integrated and personalised experience.
2020
HCII 2020
Supporting Student-Teacher Interaction Through a Chatbot
Nowadays, an important part of academic education comes from online information, such as class topics, homework, and practices. In this sector, chatbots can be a valuable tool in the teaching/learning process by providing information about courses, procedures, and school services. Thus, the deployment of chatbots in schools and universities starts having a high priority for the academic staff. Nevertheless, most chatbots lack mechanisms to adequately integrate into the educational activities, since they should be useful for teachers, students, and educative assistant personnel (e.g., social workers, psychologists, pedagogues, and prefects). In this article, we propose a chatbot whose primary objective is to serve as an extra-school tool and as an intermediary between teachers and students. In this way, students could express themselves more freely, since the chatbot acts as a bridge with their teachers and other involved personnel. Our prototype was developed as a Web application that provides a text-based user interface and defines several interaction profiles to encompass the specific functions of the different actors in the teaching/learning process. We evaluated the proposed chatbot with the participation of third-year middle school students and teachers. In particular, we measured the workload perceived by our participants after performing a series of tasks. According to our results, our chatbot mostly obtained positive impressions from the test participants.
HCII 2020
The Man in the Besieged Castle: Heuristic Evaluation of Home Security Systems
Home security systems are increasingly popular and affordable. Whether DIY solutions with various accessories or simpler proposals, they are a tool that many consider essential for their home. However, these systems are not without problems. An important one is the anxiety and the sensation of siege that can cause, i.e., that users feel insecure inside their own homes. We propose five design guides focused on consistency, through these and with the help of five experts we perform a heuristic evaluation of three popular solutions in the market to try to find the causes that lead to the harmful effects of security systems. Our results reveal that the leading cause of the false siege is the excess of notifications.
2019
HCII 2019
Towards a Set of Design Guidelines for Multi-device Experience
Thanks to the hyperconnected world in which we live, we are surrounded by devices. Many of these devices can communicate with each other, and even they can support the same application so that the user can have multiple forms of interaction. However, developers should be careful when considering the control level left to users, since the applications may become unusable. Whether the system or user decides the distribution of the available devices, Graphical User Interface (GUI) consistency must always be preserved. Consistency not only provides users with a robust framework in similar contexts but is an essential learning element and a lever to ensure the GUI efficient usage. This paper proposes a set of consistency guidelines that serve as a means for the construction of multi-device applications. As a case study, DistroPaint was evaluated by experts who identified consistency violations and assessed their severity.
CompCom 2019
Consistency in Multi-device Environments: A Case Study
The development of interactive environments has led to the creation of useful tools for controlling them. However, developers should be careful when considering the control level left to users, since the applications may become unusable. Whether the system or user decides the distribution of the available devices, Graphical User Interface (GUI) consistency must always be maintained. Consistency not only provides users with a stable framework in similar contexts but is an essential learning element and a lever to ensure the GUI efficient usage. Nevertheless, maintaining GUI consistency in an interactive environment is an open issue. Therefore, this paper proposes a set of consistency guidelines that serve as a tool for the construction of multi-device applications. As a case study, Spotify was evaluated by experts who identified consistency violations and assessed their severity.
2018
WI 2018
AUX and UX Evaluation of User Tools in Social Networks
Online social networks provide technological support for making up virtual groups of any size, whose members share common interests and interact through the Internet. A person joins a social network not only owing to its popularity and the quality of its contents, but also thanks to the User Experience (UX) that the platform offers. A crucial factor in the growth and survival of any virtual social group is participation, which should be facilitated by suitable user tools supplied by the platform. However, this is not always the case. Anticipated User eXperience (AUX) allows knowing the idealisations, hopes, and desires of the users in a very early stage of any development. In this paper, we propose an AUX and UX evaluation method for user tools of social networks, whose goal is to improve their design, and through it, the participation of people. We tested our method by an experimental design that included the construction of paper prototypes and execution of tasks in actual platforms. The AUX and UX of the participants were measured with AttrakDiff. As shown by our results, based on their previous experience, participants have fixed ideas on the behaviour of user tools, having a visible impact when their expectations are not met.
CCE 2018
UX Evaluation Over Time: User Tools in Social Networks
Social networks are a meeting point on the Internet; people use them to exchange opinions, help each other, or have fun. The growth and success of a social network are multifactorial phenomena but can be generalised into two factors: the quality of the content, and the User eXperience (UX) that the platform offers. Thus, the design of the GUI of a social network must come from the needs of its users. It is necessary to study the UX over time, before and after the development of the platform. Before, the Anticipated User eXperience (AUX) allows knowing the idealisations and desires of users. After, the UX is the measure of the actual system. We propose a UX over time evaluation method for user tools in social networks to have a way to contrast both results, improve the design of user tools, and finally increase participation. To test our evaluation method, we designed an experiment in which users had to devise on paper different user tools. Then, they had to evaluate similar elements but this time in actual social networks. The AUX and UX of the participants were measured with AttrakDiff. Our results show that, based on their previous experience, participants had established ideas on the behaviour of user tools, having a visible impact when their expectations were not met.
CRIWG 2018
Towards an AUX Evaluation Framework for User Tools in Virtual Communities
A virtual community is a social group of any size that shares common interests and communicates through the Internet. A user joins a virtual community not only because of its popularity or the quality of its contents, but also owing to the user experience that the platform offers. Anticipated User eXperience (AUX) allows knowing the idealisations, hopes, and desires of the users in a very early stage of any development. Participation is a crucial component in the growth and survival of any virtual community. An essential element for people to participate in a virtual community is that the platform should provide suitable user tools, which are widgets that allow users to interact with their peers. We propose an AUX evaluation framework for user tools, whose intention is to improve their design, and through it, the participation of users.