Marcelo Márcio Soares
Federal University of Pernambuco
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Featured researches published by Marcelo Márcio Soares.
Human Factors | 2012
Francisco Rebelo; Paulo Noriega; Emília Duarte; Marcelo Márcio Soares
Objective: The aim of this article is to discuss how user experience (UX) evaluation can benefit from the use of virtual reality (VR). Background: UX is usually evaluated in laboratory settings. However, considering that UX occurs as a consequence of the interaction between the product, the user, and the context of use, the assessment of UX can benefit from a more ecological test setting. VR provides the means to develop realistic-looking virtual environments with the advantage of allowing greater control of the experimental conditions while granting good ecological validity. Method: The methods used to evaluate UX, as well as their main limitations, are identified. The current VR equipment and its potential applications (as well as its limitations and drawbacks) to overcome some of the limitations in the assessment of UX are highlighted. Results: The relevance of VR for UX studies is discussed, and a VR-based framework for evaluating UX is presented. Conclusion: UX research may benefit from a VR-based methodology in the scopes of user research (e.g., assessment of users’ expectations derived from their lifestyles) and human–product interaction (e.g., assessment of users’ emotions since the first moment of contact with the product and then during the interaction). Application: This article provides knowledge to researchers and professionals engaged in the design of technological interfaces about the usefulness of VR in the evaluation of UX.
Theoretical Issues in Ergonomics Science | 2012
Marcelo Márcio Soares; Francisco Rebelo
We all use products on a daily basis. This interaction, no matter how simple or complex, must meet users’ expectations and needs in a safe, efficient and pleasurable way. Although this basic principle is basic, interaction between humans and the product/machine does not always occur. According to Karwowski et al. (2011a, b), the application of ergonomic principles and knowledge to the design process helps meet these users’ expectations, thus reducing the risk of malfunction or failures and the potential for accidents and contributes to the product being more readily acceptable. The content of this special edition of TIES – Theoretical Issues in Ergonomics Sciences comprises two issues. In the first, there are seven articles and in the second, eight. The aims of this special edition of TIES are to discuss the relationship between design and ergonomics in the search for solutions and proposals that will enhance both levels of user satisfaction and efficiency in the use of products and systems, and will lead to an increase in comfort and an assurance of safety both under normal conditions and in the presumed misuse of products and systems. In the context applied to products and systems, Ergonomics is understood as a discipline that focuses on the study of the interactions of humans with artefacts from the perspective of science, engineering, design, technology and the management of humancompatibility systems (Karwowski 2005). Ergonomics uses a holistic approach, centred on the user, which considers within its range of action physical, cognitive, social, organisational, environmental and other relevant factors, using appropriate methodologies, to improve design. Thus, Ergonomics is involved in the various decision-making stages when a product is being developed which leads to its having a key role in improving the performance of products. The items of knowledge that come from Ergonomics also consider users’ individual differences and their different characteristics, such as gender, age, physical and mental conditions, etc. The articles in these issues discuss various topics and provide a good reference guide to the breadth of applying Ergonomics when seeking solutions and proposals for a better interface of the product with the user. In the first issue of this special edition, various aspects related to human beings’ communication process are discussed. Teaching is an activity that has accompanied human beings from the earliest prehistoric records. In particular, the application of ergonomics in the field of education is very extensive. Special attention should be given to methods and tools for teaching and learning. New technologies that use motivational aspects, such as games, are being applied successfully and their interfaces analysed (see Rebelo and Filgueiras). A method for teaching physics to indigenous children has been developed by seeking to design an inclusive education program (see Smith-Jackson, Evia, Tabor and Benson). Multidisciplinary aspects and the globalisation of markets have affected the teaching of Ergonomics on Design courses. Di Bucchianico and Camplone introduce a didactic experience that allows young designers to develop their own strategies
Theoretical Issues in Ergonomics Science | 2012
Marcelo Márcio Soares
This article describes a user-centred design method in which the ‘voice of the disabled customer’ can be translated into product requirements in a form that designers and manufacturers can use. Wheelchairs were chosen as the product for study. The method emerged from surveys of wheelchair designers, prescribers (physiotherapists and occupational therapists), rehabilitation engineers, users and carers on their views on wheelchair design, assessment, prescription and use. The user-centred method for products for disabled people comprises a set of 11 phases including Preliminary Strategic Planning, Approaching the Users, Investigating the Problem, Product Planning, Concept Design, Prototyping and Testing and Verification.
international conference of design, user experience, and usability | 2013
Helda Oliveira Barros; Marcelo Márcio Soares; Epitácio Leite Rolim Filho; Walter Correia; Fábio Campos
This paper sets out the case for the importance of using virtual reality immersion for diagnostic analysis and rehabilitating people with disabilities. To do so, a review of the literature was undertaken by examining articles published between 2000 and 2012. The results show that browsing in virtual immersion environments simulates real-world situations, with the advantage that this enables there to be full control over the variables analyzed and consequently over the health aspects involved. Furthermore, when using multisensory channels, the human-task-system interface tools enable there to be simultaneous treatment of multiple morbidities, which characterizes there having been an important advance made in the functional independence of people with disabilities.
Work-a Journal of Prevention Assessment & Rehabilitation | 2012
Helda Oliveira Barros; Marcelo Márcio Soares
This study identified the factors existing in the methods and techniques used in the anthropometric analysis of wheelchair users which may adversely affect inter-population comparisons. Five studies of anthropometric analysis of wheelchair users were examined: Nowak (1996), Jarosz (1996), Das and Kozey (1999), Kozey and Das (2004) and Paquet and Feathers (2004). All the selected studies presented intra- and inter-population data. After having identified the methods and techniques cited, a comparison was made between the procedures used by these authors and those adopted by Barros (2007). The results indicate that inter-population comparison is valid only when there is similarity between the procedures and techniques used to collect data and the functional characteristics of the people evaluated.
Work-a Journal of Prevention Assessment & Rehabilitation | 2012
Marina Barros; André Neves; Walter Correia; Marcelo Márcio Soares
In the area of the design and physiotherapy, the using of virtual technologies for immersion of users are spreading. And this affirmation extends to several areas of knowledge. In games, the quote is, resources are being used to work cognitive skills, attention, memory, among other factors beside the children. Currently, at the expense of usability, low cost, virtual technologies of perception and interaction, as Nintendo Wii, X-Box 360, among others, arises therefore a new class of games called Exergames, which is the union of physical activity the game. This fact gives users the development of sensory and motor skills through virtual reality mechanisms suitable for certain needs. This literature review aimed to provide an overview of the current context of Exergames, especially in use for controlling childhood obesity, which is growing alarmingly, with some features, applications and possibilities for use at the design and other areas such as physiotherapy.
Theoretical Issues in Ergonomics Science | 2012
Vilma Villarouco; Marcelo Márcio Soares; Ana Paula Lima Costa; Luiz F. M. Andreto
The theme of this study is the evaluation of a work environment based on the Methodology of Ergonomic Assessment of the Built Environment – MEAC (Villarouco, V., 2007. Is the environment adequate? Proceedings of the 1st Brazilian meeting of the built environment and 2nd Brazilian seminar of accessibility (In Portuguese). Recife, Brazil, Villarouco, V., 2008. Designing a methodology to evaluate the ergonomic environment. Proceedings of the Brazilian Congress of ergonomics (In Portuguese). Porto Seguro: ABERGO, Villarouco, V., 2009. An ergonomic look at the work environment. Proceedings of IEA 2009: 17th World Congress on ergonomics. Beijing, China: IEA – International Ergonomics Association). An attempt was made to identify factors of the built space that most significantly influence how work activities are undertaken, based on the evaluation of the space of a government management audit and accounting department. The evaluation was made over two steps: before and after alterations made to the space, which allowed a comparison to be made between the adaptability of the spaces and the activities. The methodological procedure applied in this study allowed an analysis that set out to identify the interactions between the variables of the built environment and how the activities were undertaken. This method of applying ergonomics to the design of built environments showed that some characteristics of the spaces influence the costs of production, human costs and the efficiency of the process.
international conference of design, user experience, and usability | 2017
Ana Carol Pontes de França; Danilo Fernandes Vitorino; Aline de Oliveira Neves; Cristiane Nunes de Lima; Marcelo Márcio Soares
The emergence of Virtual Reality goggles with low prices and higher technological simplicity contributed to a further spread of VR among smartphone users. Focused on this type of immersive device, this study consists in a comparative usability analysis of two virtual reality goggles. The adopted criteria to choose the devices was the compatibility with most smartphones and consequently their use by a wide range of users. For the study, we adopted the Leventhal and Barnes’ usability model in order to investigate: the ease of learning, ease of use, ease of relearning, flexibility and task match. Finally, it sought to verify the positive and negative aspects in which concerns to the analyzed products in order to make recommendations to improve the quality of use of these devices.
international conference of design, user experience, and usability | 2016
Ana Carol Pontes de França; Joaquim de Vasconcelos Pereira Neto; Marcelo Márcio Soares
This study discusses the relationship of the human body with digital technologies, based on the discursive panorama so called ‘post-human’, here represented by the ‘biological-artificial’ continuum. From this perspective, it addresses the Human Body reconfigurations focusing on the information processes of Virtual Reality systems (RV). As a consequence, this study considered: (1) the ergonomic aspects which involves the design, analysis and development of VR interfaces applied to training situations; and (2) the relationship among ergonomics and the User-Centered Design perspective, which puts the user in the core of the design process and also integrates usability to the conception and development of products and systems.
Work-a Journal of Prevention Assessment & Rehabilitation | 2012
Helda Oliveira Barros; Marcelo Márcio Soares
This study deals with using digital photogrammetry to make an anthropometric analysis of wheelchair users. To analyse the data, Digita software was used, which was made available by means of the agreement of the Design Department of the Federal University of Pernambuco--Brazil--with the Department of Ergonomics of the Technical University of Lisbon--Portugal. Data collection involved a random sample of 18 subjects and occurred in the Biomechanics Laboratory of the Maurice of Nassau Faculty, located in Recife, Pernambuco. The methodology applied comprises the steps of Ergonomic Assessment, Configuration of the Data Base, Taking Digital Photographs, Digitalising the Coordinates and Presentation of Results. 15 structural variables related to static anthropometry were analysed, and 4 functional range variables relating to dynamic anthropometry. The results were presented by analysing personal data, classified by gender, ethnicity and age; by functional analysis of the sample, classified by clinical diagnosis, results of assessing the joints, results of the evaluation through motion and postural evaluation; and of the analysis of the anthropometric sample, which indicated for each variable the number of people, the mean, the standard deviation, and the minimum, median and maximum values.