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Dive into the research topics where Luís Duarte is active.

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Featured researches published by Luís Duarte.


advanced visual interfaces | 2008

A mixed-fidelity prototyping tool for mobile devices

Marco de Sá; Luís Carriço; Luís Duarte; Tiago Reis

In this paper we present a software framework which supports the construction of mixed-fidelity (from sketch-based to software) prototypes for mobile devices. The framework is available for desktop computers and mobile devices (e.g., PDAs, Smartphones). It operates with low-fidelity sketch based prototypes or mid to high-fidelity prototypes with some range of functionality, providing several dimensions of customization (e.g., visual components, audio/video files, navigation, behavior) and targeting specific usability concerns. Furthermore, it allows designers and users to test the prototypes on actual devices, gathering usage information, both passively (e.g., logging) and actively (e.g., questionnaires/Experience Sampling). Overall, it conveys common prototyping procedures with effective data gathering methods that can be used on ubiquitous scenarios supporting in-situ prototyping and participatory design on-the-go. We address the frameworks features and its contributions to the design and evaluation of applications for mobile devices and the field of mobile interaction design, presenting real-life case studies and results.


human factors in computing systems | 2008

A framework for mobile evaluation

Marco de Sá; Luís Carriço; Luís Duarte; Tiago Reis

In this paper we present a software framework which supports the construction and evaluation of mixed-fidelity prototypes for mobile devices. The framework is available for desktop and mobile devices and allows designers and users to 1) test the prototypes on actual devices; 2) gather usage information, both passively and actively supporting contextual and ubiquitous evaluation; 3) convey common prototyping procedures with effective data gathering methods that can be used on ubiquitous scenarios; 4) support in-situ prototyping and participatory design on-the-go. We address the frameworks features and its contributions to the evaluation of applications for mobile devices and the field of mobile interaction design, presenting real-life case studies and achieved results.


international conference on human computer interaction | 2007

Managing group therapy through multiple devices

Luís Carriço; Marco de Sá; Luís Duarte; João Paulo Carvalho

This paper presents a couple of tool-sets that allows the management of group therapy sessions, for a single room with a large public display setting. These sessions involve several patients, a main therapist and eventually a second therapist. Information is created, exchanged and discussed between them during those sessions. All participants recur to different devices to perform their activities, from PDAs to PCs, through an interactive large display, if available. Devices are selected and tool-sets designed adequately for each setting and participant role. For the main therapist, the variant with an interactive large display, required the simultaneous usage of a complimentary devices, to cope with non-public aspects of the therapy. Preliminary evaluation rose interesting, one hand usage issues for that variant.


human computer interaction with mobile devices and services | 2012

Privacy and secrecy in ubiquitous text messaging

Diogo Marques; Luís Duarte; Luís Carriço

This paper presents a study on privacy and secrecy requirements that users feel while in the presence of other people. They are viewed as issues of a social activity and pertain to the desire that the content of messages or the act of writing or reading them is not perceived by others. We assess the needs for privacy according to the messages themes and acquaintance type with the recipient. We also present and discuss our findings considering user strategies in coping with the required privacy using both a quantitative and a qualitative approach. The study results show clearly the need to consider those requirements in the design of messaging applications for mobile devices. Circa 50% of the messages analyzed required privacy on the act of writing/reading. The reasons are multifaceted and vary according to the addressees and the content type reaching 70% for specific cases. We close the paper, with a proposal of a personal, multimodal and inconspicuous communication framework, which not only allows users to define their vocabulary, but also entry and output methods from a range of different modalities.


augmented human international conference | 2010

Relevance of EEG input signals in the augmented human reader

Inês Oliveira; Ovidiu Grigore; Nuno Guimarães; Luís Duarte

This paper studies the discrimination of electroencephalographic (EEG) signals based in their capacity to identify silent attentive visual reading activities versus non reading states. The use of physiological signals is growing in the design of interactive systems due to their relevance in the improvement of the coupling between user states and application behavior. Reading is pervasive in visual user interfaces. In previous work, we integrated EEG signals in prototypical applications, designed to analyze reading tasks. This work searches for signals that are most relevant for reading detection procedures. More specifically, this study determines which features, input signals, and frequency bands are more significant for discrimination between reading and non-reading classes. This optimization is critical for an efficient and real time implementation of EEG processing software components, a basic requirement for the future applications. We use probabilistic similarity metrics, independent of the classification algorithm. All analyses are performed after determining the power spectrum density of delta, theta, alpha, beta and gamma rhythms. The results about the relevance of the input signals are validated with functional neurosciences knowledge. The experiences have been performed in a conventional HCI lab, with non clinical EEG equipment and setup. This is an explicit and voluntary condition. We anticipate that future mobile and wireless EEG capture devices will allow this work to be generalized to common applications.


Proceedings of the 4th International Conference on Fun and Games | 2012

Puzzle games: player strategies across different interaction modalities

Jaime Carvalho; Luís Duarte; Luís Carriço

This paper presents the design of a puzzle game for the Android platform along with a study on puzzle solving strategies across different interaction modalities. Solving puzzles is among the oldest challenges and entertainment activities available to us. However, despite major technological advances, the design of such games has never provided individuals with challenges beyond visual puzzles. We capitalized on this opportunity to tackle the design of puzzles which go beyond visual cues, utilizing sound and vibration feedback as well to offer a fresh challenge to players. Along with the design of this game, our research focused on analyzing puzzle solving strategies applied by users. In particular, this paper details a study in which we analyzed if players apply the same strategy to solve a visual and a audio puzzle. Results point that players often opt to solve prominent areas first, leaving more abstract zones to the end, independently from the interaction modality involved.


Proceedings of the 4th International Conference on Fun and Games | 2012

Power me Up!: an interactive and physiological perspective on videogames' temporary bonus rewards

Luís Duarte; Luís Carriço

The videogame industry has suffered significant modifications in the last years, broadening its horizons towards a more casual market. This market expansion not only brings new opportunities from an interaction point-of-view, but also new challenges with the inclusion of users who are not accustomed to these games. This paper presents part of an ongoing study which aims at providing a better understanding of player behavior both from an interactive and a physiological standpoint. The experiment addressed here assesses how the presence of two different types of bonuses, commonly found in videogames, are capable of altering certain user interaction patterns and how these affect a subset of their physiological signals. Results are accompanied with statistical tests which reinforce the empirical data.


conference on creating, connecting and collaborating through computing | 2009

A Session Engine Approach for Synchronous Collaborative Environments

Luís Duarte; Luís Carriço

This paper presents a session engine for synchronous collaborative environments and settings. Communication is a key aspect in both traditional and computer supported group meetings. Our layered engine approach provides the flexibility needed to provide user-friendly connection procedures, session establishment tasks, user access control to sessions and message distribution mechanisms in sessions. We applied the engine in a real-world scenario and testing indicates this approach can find broader applications in other domains.


CADUI | 2009

Supporting the Design of Mobile Artefacts for Paper-Based Activities

Marco de Sá; Luís Carriço; Luís Duarte; Tiago Reis

Current paper-based activities and practices are highly disseminated and intrinsic to our daily lives. Particular cases such as therapeutic and educational procedures, which rely strongly on paper-based artefacts (e.g. questionnaires, forms, manuals) assume special importance due to their critical content. However, their passiveness, limited interactivity, lack of adjustment, among other problems tend to obstruct personalization, hindering efficiency and preventing users from achieving desired goals. This chapter presents a framework that supports an easy and flexible design of tailored digital artefacts for mobile devices. The artefacts can be adjusted to the users’ needs, providing support to various purposes by coping with and enhancing different procedures. The framework integrates a set of configurable domain-oriented guidelines that aid end-users through the creation of their personalized artefacts. It has been validated through two case studies by providing support to mobile learning and by offering means to achieve ubiquitous cognitive behavioural therapy.


Information Systems Frontiers | 2016

Designing for geo-referenced in-situ therapeutic scenarios

Luís Duarte; Luís Carriço

Cognitive behavioral therapy and social competences and skills training sometimes rely on in-situ activities to improve the patients’ condition. As the process evolves, therapists concede some autonomy to patients, allowing them to carry out those activities without the need for the former’s presence. The ability to remotely track patient’s activities provides an interesting solution to ensure their success, still encouraging their autonomy. This paper presents the design process and evaluation of a remote group monitoring and communication system for these two types of procedures. We use traditional group communication directives and augment them with geo-referenced information, empowering therapists with critical data to track their patients live and remotely. We describe the design process of a high-fidelity prototype and discuss the results from an experimental study that assessed the system from a usability and functionality perspectives. Results fueled an interesting discussion regarding how geo-referenced information help users maintaining awareness when multi-tasking.

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