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31/07/2018

Ergonomia e
usabilidade aplicada
a interface de
dispositivos móveis
e wearable
Estado da Arte

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Índice
1 Introdução ......................................................................................................................... 3
2 Tecnologias e Soluções para Wearables: Teoria e Protótipos ..................................... 20
3 Questões de Usabilidade nos Aplicativos Móveis e Wearables ................................... 56
4 Uso de Tecnologias Inteligentes no Turismo ................................................................ 75
5 Considerações Finais e Desdobramentos ...................................................................... 93
6 Referências .................................................................................................................... 107

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1 Introdução

O estado da arte referente à linha de investigação 4: Ergonomia e usabilidade no


interface entre dispositivos móveis e wearable pretende compreender, a partir de revisão
bibliográfica, as melhores práticas de ergonomia e de interface para o uso de dispositivos
móveis e wearables principalmente em situações de movimento. O objetivo final é atender o
turista durante a execução de sua aventura, dando apoio informativo.
Neste texto, smart wearables e wearables serão usados como sinônimos e
eventualmente traduzidos para tecnológicas vestíveis.
Há inúmeros estudos sobre regras de ergonomia e usabilidade aplicadas a dispositivos
móveis. O mesmo não acontece para os dispositivos vestíveis, uma área pouca explorada. De
fato, são poucos os produtos que conseguiram sucesso no mercado, com destaque para o relógio
inteligente da Apple. A médio prazo, porém, esse tipo de dispositivo irá constituir uma
importante, se não a principal, forma de interação do usuário em movimento. Por isso, o
desenvolvimento pretendido pelo Xplore Market precisa de uma interface gráfica e interativa
capaz de ser aplicada tanto em dispositivos móveis como wearable, de forma continuada e
coerente. Ao reunir a discussão sobre tecnologias, soluções e usabilidade de ambos os
dispositivos, mapeando desenvolvimentos e protótipos, este estado-da-arte preenche uma
lacuna na área e fornece parâmetros para criações futuras que façam com que a transição de
dispositivos móveis para wearables seja mais simples.
O levantamento de informações realizados para a constituição deste estado-da-arte
buscou detalhes sobre a especificação de requisitos relativos a regras de design e usabilidade,
definição de prioridades, elementos caraterização de acordo com natureza funcional ou não
funcional para aplicação em telefones móveis e vestíveis. Riscos associados a esta linha de
investigação eram previstos. A definição de uma linguagem visual gráfica passível de ser
respeitada nos diferentes tipos de dispositivos, de forma a promover uma continuidade gráfica
e de ergonomia, é o principal desafio previsto da atividade. No caso do wearable, o desafio é
maior dado (i) o seu tamanho, (ii) restrições de autonomia e capacidade de processamento, (iii)
dependência de ligação via Bluetooth [um tipo de rede sem fio] de um dispositivo móvel para
efeitos de processamento e obtenção de conectividade. No geral, não há uma definição clara de
padrões tecnológicos para wearables e o estado do conhecimento aqui discutido reflete essa
situação.
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O estado da arte de um determinado assunto diz respeito a produção técnica e teórica


acumulada sobre um tema até determinado período.

Definidas como de caráter bibliográfico, elas parecem trazer em comum o


desafio de mapear e de discutir uma certa produção acadêmica em diferentes campos
do conhecimento, tentando responder que aspectos e dimensões vêm sendo destacados
e privilegiados em diferentes épocas e lugares, de que formas e em que condições têm
sido produzidas certas dissertações de mestrado, teses de doutorado, publicações em
periódicos e comunicações em anais de congressos e de seminários. (Norma Sandra
Ferreira de Almeida, 2002, p. 1).

Herrera (2013) ressalta que o estado da arte mostra como os principais conceitos e
métodos têm sido tratados nas pesquisas existentes, servindo para nortear motivações e
limitações do desenvolvimento atual pretendido. Ao investigar como autores têm tratado
conceitos, algoritmos e métodos, atualiza e inspira o desenvolvimento atual pretendido. Tal
forma de investigação inclui o levantamento bibliográfico de um assunto feito de forma
intencional e sistemática.

Também são reconhecidas por realizarem uma metodologia de caráter


inventariante e descritivo da produção acadêmica e científica sobre o tema que busca
investigar, à luz de categorias e facetas que se caracterizam enquanto tais em cada
trabalho e no conjunto deles, sob os quais o fenômeno passa a ser analisado. (Norma
Sandra Ferreira de Almeida, 2002, p. 1).

A revisão bibliográfica requer uma estratégia de busca, de sistematização e de análise


dos trabalhos (Inoue, 2015). O levantamento do material aqui utilizado teve como norte
práticas existentes de ergonomia e interface para o uso de dispositivos móveis e wearables.
A busca foi feita na base de dados Scopus e no Google Scholar a partir de palavras-chave abertas
dada a contemporaneidade do assunto. Nesta etapa, 44 trabalhos científicos foram encontrados.
Em seguida, fez-se uma análise de conteúdo a partir dos Resumos dos textos encontrados. Para
a sistematização desse conteúdo, utilizou-se a estratégia de coding, isto é, a aplicação de rótulos
que descrevessem a informação compilada.

Coding is analysis. To review a set of field notes, transcribed or synthesized, and


to dissect them meaningfully, while keeping the relations between the parts intact, is the
stuff of analysis. This part of analysis involves how you differentiate and combine the
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data you have retrieved and the reflections you make about this information. (Miles &
Huberman, 1994, p. 56).

O primeiro coding foi descritivo e permitiu nomear as questões tratadas no âmbito da


ergonomia entre dispositivos móveis e wearables como um todo. A partir desse universo mais
amplo, identificou-se as categorias necessárias para discussão do desenvolvimento aqui
proposto. Assim, de 44 textos, 17 foram selecionados para compor este estado da arte, conforme
Tabela 1. Nela fica evidente a diferença entre as categorias propostas e as palavras-chave
encontradas no texto.

Tabela 1. Categorias de análise, temas e palavras-chave da bibliografia selecionada

Coding Temas Palavras-chave

Questões de usabilidade A Review on Usability Issues in Usability, Interaction Design,


Mobile Applications User Experience, Mobile Design,
Perceive Usability
Tecnologias e soluções Can Adaptive Interfaces Improve Adaptive user interfaces,
the Usability of Mobile adaptive systems, mobile
Applications? applications, usability evaluation
Tecnologias e soluções Changing the camera-to-screen Augmented reality; Augmented
angle to improve AR browser Reality Browsers; Mobile
usage Devices; Mobile devices;
Smartwatches; Magic Lens
Interaction
Questões de usabilidade Describing the user experience of
wearable fitness technology
through online product reviews

Tecnologias inteligentes no Design and evaluation of a Information sharing; skiing;


turismo wearable AR system for sharing augmented reality system;
personalized content on Ski wearables; qualitative data
resort maps analysis; user study
Tecnologias e soluções Driving while Interacting with driver behavior, distraction,
Google Glass: Investigating the multimodality displays, wearable
Combined Effect of Head-Up devices, dual task, time sharing,
Display and Hands-Free Input on task switching
Driving Safety and Multitask
Performance
Tecnologias e soluções Head mounted projection display Head Mounted Projection
& visual attention: Visual Display; HMPD; Head Mounted
attentional processing of head Display; HMD; Visual Attention;
referenced static and dynamic Mixed Reality; Graphical User
displays while in motion and Interface; GUI; Body Mounted
standing Projection Display; Wearable;
Pico-projector; Mobile Projector,
Human Factors; Ergonomics
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Tecnologias e soluções HomCam: A wireless 360-degree


wearable streaming camera for
remote situational awareness
Tecnologias e soluções Microgesture detection for Microgesture; encumbered
remote interaction with mobile contexts; ergonomics; bio-
devices mechanic; gesture
Tecnologias e soluções ScrollingHome: Bringing image- smartwatches; cartography;
based indoor navigation to mobile maps; pedestrian
smartwatches navigation; stripe maps

Tecnologias inteligentes no The Future of Wearable Devices wearable devices; scenario


turismo On-Site: A Scenario Technique technique; technology-mediated
Approach experience

Questões de usabilidade The impact of technological trust


and self-determined motivation
on intentions to use wearable
fitness technology
Tecnologias inteligentes no The Use of Smart Technology in wearable device, smart
turismo Tourism: Evidence From technology, tourism
Wearable Devices
Tecnologias e soluções Touch-less interactive Wearable device, Smartphone
augmented reality game on game, Hand free, Pervasive
vision-based wearable device game, Augmented reality game,
Touch-less
Questões de usabilidade Usability of mobile applications:
literature review and rationale for
a new usability model

Intencionalmente, incluiu diferentes fontes científicas no intuito de abarcar o máximo


de desenvolvimentos possíveis, seguindo Souza et. al. (2017).

Por se tratar de uma temática recente na literatura e pouco explorada no âmbito


do turismo, optou-se por não restringir os resultados, utilizando-se a opção: todo tipo
de documento “Articles” ou “Articles in press”, “Journals”, “Book or Book chapter”,
“Article or conference paper”, “Conference Review”, “Editorial”, “Business Article”,
“Short Survey” e “Erratum”. Souza V.S., Varum C.M.D.A. & Eusébio C., 2017)

A Tabela 2 ilustra essa diversidade, além de refletir a multidisciplinaridade das áreas


que têm estudado a ergonomia dos wearables e dispositivos móveis.

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Tabela 2. Fontes da bibliografia selecionada

Conferências Journals Relatório Capítulo de Livro


Setorial
Association for Computing Journal of Mobile Comissão Information and
Machinery (ACM) Computing & Européia Communication Technologies
Application in Tourism
Conference on Human Factors in Human Factors
Computing Systems
Proceedings of the Human Factors Journal of Interaction
and Ergonomics Society Science
Second IFIP TC 13 Symposium Journal of Tourism
on Human-Computer Interaction and Hospitality
(HCIS) Management
Personal and
Ubiquitous Computing

O tema vem ganhando importância nos últimos anos, mas é ainda pouco explorado. Ao
mesmo tempo, por ser tratar de uma área tecnológica, desenvolvimentos ocorrem o tempo todo.
Por isso, houve uma preocupação que os trabalhos selecionados fossem recentes. A Tabela 3
identifica a origem dos trabalhos, mostrando sua diversidade geográfica. Desenvolvimentos
sobre estratégias de ergonomia em dispositivos móveis e vestíveis estão acontecendo no mundo
todo.

Tabela 3. Categorias de análise no tempo e no espaço

Coding Ano Origem


Tecnologias e soluções 2014 Estados Unidos
Tecnologias e soluções 2015 África do Sul
Questões de usabilidade 2015 Estados Unidos
Tecnologias e soluções 2015 China, Suécia, Palestina
Questões de usabilidade 2016 Malásia
Tecnologias e soluções 2016 Finlândia e Bélgica
Questões de usabilidade 2016 Estados Unidos
Tecnologias e soluções 2016 Turquia
Tecnologias e soluções 2016 Alemanha
Tecnologias e soluções 2016 Alemanha, Bélgica,
Estados Unidos
Tecnologias inteligentes 2016 Áustria, Reino Unido
no turismo
Questões de usabilidade 2016 Reino Unido
Tecnologias inteligentes 2016 Áustria
no turismo
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Tecnologias e soluções 2016 Estados Unidos


Tecnologias inteligentes 2017 Suíça
no turismo

Mas o que são tecnologias vestíveis, os wearables? Como o próprio nome diz, trata-se
de dispositivos que se veste no corpo e podem vir na forma de óculos, relógios, fones de ouvido
e de roupa. A ideia é que sejam usados sem o uso das mãos e são, por isso, considerados
inteligentes.

Smart wearables are body-borne computational and sensory devices which can
sense the person who wears them and/or their environment. Wearables can
communicate either directly through embedded wireless connectivity or through
another device (e.g. a smartphone). The data collected by the wearable device about the
user or its environment is processed in a processing unit located locally or in an external
server, and the results are ultimately provided to the wearer. Smart wearables may have
control, communication, storage and actuation capabilities. (Smart Wearables:
Reflection and Orientation Paper For Public Feedback, 2016, p. 4).

Roland Atembe (2015) explica que eles criam e facilitam uma nova forma de interação
entre o homem e o computador e destaca que devem funcionalidades conter circuitos
avançados, conectividade sem fio, e “at least a minimal level of independent process capability
“smart” (Chen & Shih, 2014 como citado em Roland Atembe, 2015, p. 227). Outras
características os diferenciam dos conhecidos dispositivos móveis.

Because of the infrared, Bluetooth, or WLAN transmission technologies which are the
main catalysts for mobile interaction with the environment … these devices can provide
sensory and scanning features not typically seen in mobile and laptop devices, such as
bio feedback and tracking of physiological function. The portable hands-free wearable
device “Google Glass”, for example, imbues augmented reality features. The glass is
designed in the form of spectacles and it has a tiny computer screen and camera built
into one corner of the frames (Egger 2012 e Tate 2012 como citado em Ronald Atembe,
2015, p. 227).

Os óculos da Google são usados pelo autor para exemplificar a tecnologia vestível e seu
funcionamento. A Figura 1 o apresenta e o Quadro 1 o descreve, conforme palavras do autor.

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Figura 1. Features of Google Glass.


Fonte: Roland Atembe. (2015).

The smart glass illustration … depicts that the glass has four main categories to control input and
output of human-computer interaction [com base virtual, de áudio, de sensors e de toque]. …. (p. 227)
The device is compatible to a smart phone that has Android Version 4.3.0 (ice cream sandwich) or
with an apple phone with “IOS7” software (Lendino, 2014). With the aid of this software, an
application called “My Glass” can be installed. This app set-up facilitated by internet and Bluetooth
connection enables the running and functionality of Google Glass. … Google Glass has a processor
of TI OMAP 4430 1GB RAM, 802.11 b/g WIFI, GPS, and a capacity of 16 GB of internal storage as
well as 12.5 GB free for the user (Lendino, 2014; Google Inc., 2014). The usage of Google Glass is
done by voice commands, head tilts, taping the touch pad on the side or head lifts. When this is done,
the glass activates its different functionalities such as pictures shooting, video streaming, message
sending, getting directions, sharing pictures, etc. (Lendino, 2014). … Google Glass has a processor
of TI OMAP 4430 1GB RAM, 802.11 b/g WIFI, GPS, and a capacity of 16 GB of internal storage as
well as 12.5 GB free for the user (Lendino, 2014; Google Inc., 2014). The usage of Google Glass is
done by voice commands, head tilts, taping the touch pad on the side or head lifts. When this is done,
the glass activates its different functionalities such as pictures shooting, video streaming, message
sending, getting directions, sharing pictures, etc. (Lendino, 2014). The Google Glass has several
distinct applications which have different input methods such as voice commands, touchpad, taking
pictures, and recording videos (Glass Almanac, 2013). The notion is that Google Glass assists people
to experience technology without its interference in their beloved activities (Jordan, 2013). The glass
provides the possibility to capture extreme moments of adventure that would normally not be easy to
capture using different devices like cameras or smart phones (Mann, 2012). In addition, Google Glass
gives users the possibility to post status updates, share images, videos on social media such as Google
Plus, Facebook, and Twitter. Certainly, glass users obtain timely notifications and direct messages
(Widmer & Muller, 2014). It is considered to be significant for the dissemination of helpful
information to users about their surroundings. However, this functionality of Google Glass is closely
related to location-based services (Glass Almanac, 2013).
Quadro 1: Descrição do Google Glass.
Fonte: Ronald Atembe, 2015, pp. 227-228

Esse dispositivo vestível foi apresentado ao público em 2012, depois e passar por seis
anos de desenvolvimento. Entretanto, em 2015 foi descontinuado (wikipedia). Um bom
exemplo de tecnologia wearable com muito potencial, e de suas dificuldades, como será
abordado durante este estado da arte.
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O wearable envolve uma interação diferenciada com o usuário além de processar


informações de entrada e saída, como mostra a Figura 2. O dispositivo inclui sensores
integrados em um módulo e eles são responsáveis por sentir o movimento fisiológico e dos
arredores e é essa informação que ativa o dispositivo: “The wearable processes this information
and acts (e.g. display some visual content, play some audio content, send an alert, provide force
feedbacks) on the user. The user can interact with the wearable by a set of commands and may
do so via the processing unit. … The wearable can also communicate an aggregated set of
sensed information and receive data to/from the processing unit”. (Smart Wearables: Reflection
and Orientation Paper For Public Feedback, 2016, pp. 4-5).

Figura 2. Conceptual model for wearable MPEG


Fonte: Smart Wearables: Reflection and Orientation Paper For Public Feedback, 2016

Tecnologias vestíveis têm se disseminado muito em razão da contínua miniaturização


dos eletrônicos, bem como pelos avanços das competências de embarcar inteligência em
componentes e sistemas eletrônicos (Smart Wearables: Reflection and Orientation Paper For
Public Feedback, 2016). Desenvolvimentos em materiais, em design e técnicas de produção
também resultam em maior uso desses dispositivos, como ilustra a Figura 3.

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Figura 3. Wearables architecture, Credit: Korean Ministry of Trade, Industry and Energy
Fonte: Smart Wearables: Reflection and Orientation Paper For Public Feedback, 2016

Ainda descrevendo essas tecnologias, a Tabela 4 sistematiza os produtos vestíveis a


partir de suas aplicações.

Tabela 4. Aplicações das tecnologias vestíveis

Applications Product
Categories
Healthcare & Medical Blood Pressure Monitors
Continuous Glucose Insulin
Monitoring Defibrillators Pumps
Drug Delivery Smart
Products ECG Glasses
Monitors Patches
Hearing Aids PERS
Pulse Oximetry
Fitness & Wellness Activity Monitors
Emotional Sleep
Measurement Sensors
Fitness & Heart Rate Smart
Monitors Foot Pods & Glasses
Pedometers Heads-up Smart
Displays Clothing
Smart
Watches
Others, Audio Earbobs
Infotainment Bluetooth Smart Glasses
Headsets Head-
up Displays Smart Watches
Imaging
Products

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Industrial Hand-worn Terminals Smart


Heads-up Displays Clothing
Smart
Glasses
Exoskeleton
Military Hand-worn
Terminals Heads-
up Displays Exoskeleton
Smart Clothing

Fonte: Smart Wearables: Reflection and Orientation Paper For Public Feedback, 2016

Araújo, Souza, Moraes & Corrêa (2017) sistematizam as funcionalidades dos


dispositivos. As informações, coletadas no mercado brasileiro, ilustram as várias
funcionalidades da tecnologia e dão uma ideia das utilidades disponíveis aos seus potenciais
usuários.

Tabela 5. Principais funcionalidades dos dispositivos wearables encontradas no mercado brasileiro.

Funcionalidade dos Dispositivos Wearables


Monitoramento de atividade Notificações e alertas Ações através do uso dos
física dispositivos
Medição de frequência cardíaca Chamadas recebidas Escutar música
Contador de passos SMS Escrever e-mails e mensagens por
comando de voz
Monitor de sono (tempo de sono E-mail Utilizar o bluetooth para realizar
efetivo) ligações
Relatório detalhado Redes sociais Utilizar o GPS
das atividades
desempenhadas
Controlar outros
Programador de rota de corrida Alarme/relógio dispositivos
inteligentes (ex. controle remoto
de Tv smart)
Controle de calorias Agenda/compromissos Utilizar jogos eletrônicos
Medição de distância percorrida Clima Assistir filmes, shows
Lembrete de inatividade - -

Fonte: Araújo, Souza, Moraes & Corrêa (2017)

Entendendo-se os produtos, algumas considerações sobre a indústria são feitas. O


Relatório Europeu aqui utilizado aponta que, em 2015, havia 97 milhões de dispositivos

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vestíveis no mundo; a estimativa é que, em 2020, sejam 601 milhões. A Figura 4 apresenta os
dados por região. O destaque é para o mercado europeu que representa um quinto do mercado
global; segundo os autores “this indicates a lower rate of adoption in Europe especially when
compared to the US market of 300 million people” (Smart Wearables: Reflection and
Orientation Paper For Public Feedback, 2016, p. 14). Os autores consideram que o potencial de
crescimento desse mercado na Europa é bastante alto.

Figura 4. Regional wearables devices share growth forecast. Credit: Cisco 2016
Fonte: (Smart Wearables: Reflection and Orientation Paper For Public Feedback, 2016)

O Quadro 2 reúne considerações sobre a indústria europeia relacionada aos wearables.


Os grifos orientam a leitura.

The European Parliament Scientific and Technology Options Assessment Panel (STOA) identified
wearables as one of the ten technologies which will change our lives [grifo nosso]. Market prospects
for wearables are very promising: wearables shipments are forecasted to increase to $150 billion by
2026 from the estimated level of $30bn in 2016.

Moreover, coupled with advances in the Internet of Things [grifo nosso] (IoT), virtual reality,
augmented reality and artificial intelligence/deep learning, wearables hold the promise of achieving a
new level of human connectedness [grifo nosso]. Wearables, especially in conjunction with smart
textiles, are a strong candidate in becoming the new interface between human beings and the digital
world, replacing or extending smartphones' and other portable connected devices'. Wearables can unlock

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benefits of the data economy in numerous areas ranging from healthcare to manufacturing; from
education to fashion, and to energy and to security.

Unlike the computer or mobile industries, wearables are not (yet) dominated by established players
[grifo nosso]. European SMEs in electronic components and systems (including organic and stretchable
electronics) are especially active in this field. Research and technology organisations are a source of
state-of-the-art innovations. European players are actively building prototype systems and solutions in
the areas of wearables for health & well-being and smart textiles, with an increasing potential to tap into
future high volume markets.

Europe is overall well positioned to scope and exploit the potential of smart wearables [grifo
nosso]; spin-off and small companies as well as large companies are very active in the field of electronic
textile & garments, wearable electronics, body-worn and personal portable devices. Plenty of
opportunities exist in a large number of sectors, particularly in healthcare and medical, fitness and
wellness, sports goods, clothing and technical textiles (including personal protective equipment).

Given the high economic potential, wearables' global technology and industry landscape is characterized
by fierce competition. Europe is currently lagging behind the US and South Korea in patent filings
despite the good performance of some individual companies, according to a recent WIPO report. This
can probably be explained by the presence of industry giants (Microsoft, Samsung, LG, Qualcomm etc.)
in these economies, specializing in the current generation of wearable devices (e.g. smart watches,
wristbands).

Europe is particularly strong in achieving the integration of complex heterogeneous technologies (e.g.
combining microelectronics, photonics, materials, nanotechnology) into multifunctional prototype
systems and testing them in the right environment. This is due to the active presence of universities,
RTOs and SMEs combining multi-disciplinary skills and expertise [grifo nosso]. Moreover, a strong
expertise in industrial equipment provides the tools and techniques for testing and characterization of
these devices (e.g. mechanical stress, humidity). Typical examples of complex smart systems are found
in smart clothing, personal protective equipment and health & wellbeing.

While the market for smart watches is dominated by large non-European players, (in particular Apple
and Samsung), some small players in Europe that have critical competences [grifo nosso] in technical
textile (including electronic textile) are major players in niche markets (e.g. Clothing+, Smartex and
Thuasne). Philips is amongst the world's top three companies which have the highest number of patents
and patent applications on wearable medical devices. Moreover, smaller European companies (e.g.
WinMedical, Polar Electro, Nuubo and LifeWatch AG) have secured a strong global position in the field
of healthcare.

Quadro 2. A indústria europeia envolvida com wearables


Fonte: Smart Wearables: Reflection and Orientation Paper For Public Feedback, 2016, pp. 12-13

O maior impacto das novas formas de interação possibilitadas com wearables tem que
ver com desenvolvimentos na área de tecnologia e inovação. Destaca-se o seu uso a partir da
realidade virtual e da realidade aumentada. Outro desenvolvimento esperado é uma mudança
de um single-function wearable (uma roupa, ou um relógio) para aqueles que abarquem mais
de uma função no mesmo dispositivo – a nova geração deve ser “flexible, fashionable and

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invisible” (Smart Wearables: Reflection and Orientation Paper For Public Feedback, 2016, p.
7). Tal evolução pede formas mais eficientes de gerenciamento de energia para o acréscimo de
novas funcionalidades.
São as questões técnicas existentes e os poucos casos de sucesso que limitam a adoção
dos wearables – “These include the limited functionality, the low level of comfort and body
conformability, short battery life, limited connectivity, lacking interoperability, concern on data
security and high production costs. Moreover, there is a lack of convincing use and strong
business cases” [grifo nosso]. (Smart Wearables: Reflection and Orientation Paper For Public
Feedback, 2016, p. 12).

Research and development efforts in the area of wearables are thus essential for
unlocking innovation and bringing the “next generation wearables” to consumers and
professional users. In particular, multidisciplinary research and development in both
enabling technologies (e.g. sensors, materials, energy storage and management, smart
system integration) and in other areas such as microfluidics and micro-nano-bio
systems is needed. Advances in organic electronics on flexible displays and sensors will
allow devices to conform to our bodies and our clothes. This will actually solve major
design restrictions by reducing the space required for displays in devices given their
thin structure.

In order to sustain and further enhance European industry's innovation capacity
in this field, research and development efforts should be intensified with a focus to
remove bottlenecks in different application areas. Innovation in hardware is a high
priority since most barriers of adoption are related to the performance, functionality
and the manufacturability of wearables.
Major inhibiting factors are observed in component integration, reliability of
connectivity, efficiency of energy storage, power management solutions, user interfaces
and data security. Overcoming these barriers will enable new businesses to emerge and
enhance the position of existing European companies. (Smart Wearables: Reflection
and Orientation Paper For Public Feedback, 2016 pp. 12-15).

Os autores citam como desafios tecnológicos dos vestíveis:

- seamless hardware-software integration


- the development of standard APIs facilitating app creation
- open operating systems and cross-platform development (which is
needed to enable wearable devices to run on multiple platforms)
- open communication protocols, ensuring security and privacy (especially
for application areas like health and finance)

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- the development of new communication systems (especially for artificial


and virtual reality to make them more realistic and immersive). (Smart Wearables:
Reflection and Orientation Paper For Public Feedback, 2016, p. 16)

Outros desafios estão relacionados com o tráfico de dados móveis, principalmente ao se


considerar que as tecnologias devem ter conexão cada vez mais independente de um
computador.

The true era of virtual reality will only fully take off once the technology frees itself from
bulky PCs and can run smoothly on mobile devices. Streaming full HD or even 4K
virtual reality imagery places extreme demands on bandwidth, while real-time
interactions emphasise the need for minimum latencies. According to an expert at
Qualcomm, mobile virtual reality requires fibre- like speed in wireless. Virtual reality
supported by smart wearables (thanks to sensors capturing hand gestures and
translating them into VR apps) will enable interactions (e.g. a factory training
programme, collaborative artistic creations) between users located in different parts of
the world. 5G communication systems will become an enabling factor for the IoT and
VR applications enabled by wearables to function. (Smart Wearables: Reflection and
Orientation Paper For Public Feedback, 2016, p. 21)

Outras questões de origem tecnológicas sobre os wearables estão colocadas no Quadro


3. O grifo orienta a leitura.
Platforms for wearables are environments to develop applications and build an ecosystem using
technologies which are clearly defined and which work against a set of agreed standards to ensure
interoperability and 'plug and play'. They typically address, connectivity, fusion of data & big data
techniques, (open) standards, support for a diversity of sensors, connecting sensors in and around the
body of the person, smart system integration as well as legal and regulatory issues (such as access to
data, confidentiality and critical data protection).

Open platforms are needed both for allowing the developer communities (both hardware and
software) to design new functionalities for wearable devices and develop applications which can be
integrated into and can function on any device and any data platform. This will play a catalyst role for
innovation [grifo nosso]. Moreover, integrated data platforms will ensure that data from different users,
devices and apps can be collected and processed, and then can be fed back to any device in a format that
can be understood by the user. Open and interoperable platforms can play a crucial role to unlock
networking effects, to help build a business case for developer communities and to maximize the value
for users, thus, enabling the mass deployment of wearables [grifo nosso].

Wearables are considered the most ubiquitous of the implementations of Internet of


Things to date [grifo nosso]; they contribute to its growing adoption. The Alliance for Internet of Things
(AIOT)34, launched by the European Commission and various key IoT players in March 2015,
published reports focusing on IoT solutions that integrate key technologies (e.g. nano electronics,

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organic electronics, sensing, actuating, communication, low power computing, visualisation and
embedded software) into intelligent systems. When a wearable ecosystem, for instance in healthcare, is
built around an IoT platform, the platform allows accessing the data of tens of thousands of patients,
harnessing the power of data analytics and algorithm development for monitoring patients’ movements
and physiological values, thus providing actionable feedback to doctors, caregivers and patients.

Platforms are developed both by private businesses and publicly funded projects [grifo
nosso]. The European Institute of Technology’s Fit2Perform project 35 explores ways for monitoring
and predicting the drivers’ fitness-to-drive and incentivizing them to drive as long as they are fit. There
are also privately-owned products. For instance, Fisio@Home provides a telemedicine solution allowing
doctors and physiotherapists to remotely monitor the condition of patients with neuromotor or
orthopedic problems. Wearable inertial sensors are used to assist the patient in the execution of the
rehabilitation exercises at home. A Cloud platform is used for data collection and statistics
visualization.36 A wealth of devices and applications are being introduced to the market to plug sports
professionals, factory workers or police officers into the IoT.

Nevertheless, most of the device producers come to the market with their own platform for data
collection. In this case, interoperability becomes a primary aspect to underline. Data formats and
ontologies would need to be properly indicated and considered. An open approach to APIs
(Application Programming Interfaces) and device intercommunication will play a key role for
data accessibility and the interoperability of devices and systems [grifo nosso]. Moreover, the
security of the device and personal data should be ensured at several levels: the device security, the
security of the information transmitted from the device to a central hub, and finally, the protection of
information stored in the cloud. Standardisation, including for sensors, interfaces and communication
protocols, is an important line of activity that can support the development of open interoperable
platforms.

Piloting and large-scale deployment of the platform in realistic settings is crucial for validating
functionality and interoperability (of content, services, use cases and communications across devices)
as well as for demonstrating benefits to end-users and developing a dynamic eco-system.

The process of designing and manufacturing wearables and developing wearable-enabled


services requires close cooperation between various stakeholders [grifo nosso]. Any device or
solution should be tested during the early stages of their development for user relevance and compliance
with regulatory requirements. This requires stepping up efforts for ecosystem creation, boosting
cooperation between industries (e.g. electronics, textile, medical devices, construction) and targeted
application domains (e.g. healthcare providers, factory managers, trainers of sport professionals).

The various stakeholders needed to design a wearable-enabled healthcare service may include
device manufacturers, software engineers, app developers, textile producers and cloud-based service
companies as well as healthcare providers, clinicians, caregivers and patients. There is a need to foster
a clear understanding of each other’s domain, including the user needs and regulatory requirements (e.g.
use of hazardous substances, consumer safety), both for hardware and software development and for
designing apps and service models. Moreover, each actor should be able to understand how the bigger
system functions (e.g. an e-health platform).

There is an obvious shift from single-function wearables towards multi-function devices [grifo
nosso] (e.g. wristbands for tracking steps are used also for sleep monitoring). Such developments create
opportunities to develop and launch products, services or solutions which are relevant to a number of
deployment scenarios (e.g. in health & medicine, entertainment, well-being, ageing, working
environments, customer experiences based on virtual reality scenarios, etc.), targeting impact across

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multiple sectors (e.g. medical devices, consumer electronics, retail marketing, fitness, sport, industrial
production, etc.).

Designing wearable solutions to meet application needs and demonstrating their impact and
economic production and sustainability in real environments, is key to success.

Manufacturers rely on standards and testing methods to prove the functionality, security, safety
and interoperability of their products towards customers. The newly developed technologies and devices
need to go through testing and certification processes to prove compliance with requirements such as
electrical safety, biocompatibility, radio frequency exposure, energy efficiency, and data security
and privacy of apps [grifo nosso]. Moreover, IoT and wireless communication standards are necessary
to enable interoperability between wearables and their environment (e.g. smart homes, smart buildings)
since most wearables will have communication capabilities.

Technology is moving forward fast and steps should be taken to ensure that the standardisation
[grifo nosso] process is adjusted to the pace of innovation. Closer links should be created between R&D
activity and standardisation. There is also a need to adapt existing structures for standardisation to cover
areas of technological convergence (e.g. textile and electronics).

Clear, understandable and transparent rules are crucial to gain the trust of consumers in the
performance and safety of new technological solutions. For business, an effective regulatory
environment determines the framework conditions with regards to the freedom of innovation,
interoperability and competition.

Quadro 4. Síntese questões tecnológicas dos wearables


Fonte: (Smart Wearables: Reflection and Orientation Paper For Public Feedback, 2016, pp. 18–21)

Apesar de em 2015 os vestíveis ainda estarem nos primeiros estágios de uso público e
comercialização, sua crescente popularidade já indicava que seu uso no turismo podia impactar
muito a experiência do usuário em termos de navegação instantânea e orientação com realidade
aumentada. Sua principal vantagem em relação a dispositivos inteligentes é o fato de não exigir
as duas mãos para seu uso; há ainda o fato de ele estar constantemente conectado com o corpo
do usuário. Ambas as situações potencializam seu uso para o turismo (Ortiz Rincon,
Tommasini, Rainoldi, & Egger, 2017).

The tourism experience has been described by Wang et al. (2012) as an ‘activity-
based’ process. According to Craig-Smith and French (1994), the tourism
experience consists of three different moments: a first ‘anticipatory’ phase,
covering planning and reservation processes; a second ‘experiential phase’,
consisting of the on-site experience such as visiting, dining and shopping; and a last
‘reflective phase’, occurring when the tourist leaves the destination. Although each
phase contributes to create value for the tourist and the destination, the literature
seems to agree on the relevance of the on-site experience. Not only tourists face
more activities and unplanned situations on-site, but also, activities that used to
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belong to the ‘anticipatory’ and ‘reflective’ phases, are nowadays conducted by the
tourists directly on-site thanks to the use of mobile technologies (Prebensen, Woo,
Chen, & Uysal, 2012). For instance, Wang et al. (2012) highlighted that modern
tourists rely on smartphones for the instant search of restaurants and attractions by
using location- based apps. Similarly, activities that used to contradistinguish the
‘reflective’ phase such as sharing of memories with friends and relatives, acquired
an instant denotation, with pictures and videos being uploaded and shared on online
social networks and platforms in real-time. (Ortiz Rincon et al., 2017, p. 4).

Em termos de ergonomia, a utilização de vestíveis muda a experiência do turista, do seu


comportamento como em relação à sua percepção da experiência.

… Relevant for the field of technology and experience is the research of Ihde (1990)
about the ‘non-neutrality of technology-mediated experiences’[grifo nosso]. ….
Through embodiment, technologies will be able to extend the sensory perception of
the users, giving them the opportunity to conduct many activities at the same time,
such as watching an attraction while accessing different information. …. With
mobile devices, travellers can easily access, process new information, and
experience meaningful interactions with the destination and its attractions [grifo
nosso]. (Tussyadiah, 2013; Neuhofer et al., 2014; Wu, Fan, & Mattila, 2015). (Ortiz
Rincon et al., 2017, p. 4).

Nesse contexto que se apresentam, a seguir, os casos sistematizados nas três categorias
definidas na análise bibliográfica:

- Tecnologias e soluções para wearables: teoria e protótipos;


- Questões de usabilidade nos aplicativos móveis e wearables;
- Tecnologias inteligentes no turismo.

As principais contribuições e recomendações dos casos são analisados na seção


Considerações Finais e Desdobramentos ao final deste documento.
Por se tratar de informações prioritariamente técnicas, muitas vezes com procedimentos
complexos descritos, optou-se pela manutenção literal das explicações dos trabalhos de forma
a garantir que as análises não fossem prejudicadas por possíveis imprecisões comuns aos
processos de tradução. De forma a manter a integridade das equações, capturas de tela foram
feitas a partir dos textos originais sempre que necessário.

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2 Tecnologias e Soluções para Wearables: Teoria e Protótipos

Este item traz o resultado do levantamento bibliográfico referente à categoria que


analisa as tecnologias e soluções existentes relacionadas à ergonomia dos dispositivos móveis
e wearables. São sete desenvolvimentos teóricos e práticos que mostram a nova interação
homem-máquina facilitada por esses dispositivos e permitem avançar no conhecimento das
práticas de ergonomia relacionadas ao vestíveis.
Dirigir e usar o telefone móvel é uma prática condenável, porém o ato é cada vez mais
comum. Outras atividades secundárias ao dirigir, entretanto, são necessárias – como, por
exemplo, usar o GPS. Por isso, estudos que avaliam o desempenho do motorista ao engajar uma
ação em um dispositivo inteligente é muito necessário. É nesse sentido que se apresenta aqui o
trabalho de Tippey et al. (2017), o primeiro caso, que avalia o desempenho do motorista ao
usar os óculos inteligentes – são exemplos o Google Glass, o SmartEyeGlass (da Sony) e o
Galaxy Glass (da Samsung). Tais dispositivos são definidos como “a wearable technology with
a transparent prism screen mounted in front of the right eye, multi-axis accelerometers for
head-based gesture controls, and voice input and output functionalities” (Tippey et al., 2017,
p. 673).
Os autores têm como ponto de partida pesquisas anteriores que sinalizaram que o
desempenho do motorista é melhor com o uso desse tipo de dispositivo se comparado com o
uso do telefone inteligente. Porém, identificaram ser necessário avançar a discussão para as
funcionalidades dos óculos, como o efeito do tipo de entrada de texto utilizado. Por exemplo,
citam que um estudo utilizando a entrada de voz tanto no telefone quanto nos óculos inteligentes
para consultar o GPS resultou em menor desempenho do motorista quando comparado com a
entrada manual (Beckers et al., 2014 como citado em Tippey et al., 2017, p. 673-674). Assim,
a contribuição dos autores é avaliar como essa combinação de funcionalidades dos óculos, o
head-up display e a entrada voice-to-text, afeta o motorista em termos de desempenho e
segurança.
A maioria dos aparelhos móveis substituiu teclados físicos por aqueles que estão na tela
e são sensível ao toque. Isso torna o digitar ao dirigir muito pior porque precisa de usa mais o
recurso visual para compensar o baixo retorno em termos de tato. Uma alternativa ao
mecanismo de entrada manual é usar a entrada voice-to-text, o que reduz a interferência ao
liberar as mãos. Mas não resolve tudo, pode piorar a situação tanto quanto falar ao celular
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durante a direção (entre outros problemas). Ao somar a funcionalidade da entrada com o head-
up display, pretende-se inferir sobre a melhora no desempenho. A Figura 5 ilustra as condições
dos testes feitos, em que o motorista executa tarefas de ler e responder mensagens de textos
com os óculos e com o telefone enquanto navega em um simulador de direção (Tippey et al.,
2017).

Figura 5. Experimental setup in the Glass test condition. In conditions involving smartphone interaction, the
device was placed on the table next to the steering wheel. The picture in the right corner is a still shot from the
video recordings collected and used for coding the eye movement data.
Fonte: Tippey, K. G., Sivaraj, E., & Ferris, T. K. (2017).

Os resultados alcançados mostram que os participantes perceberam a interação com o


texto é mais fácil utilizando os óculos, com menor interferência no dirigir. Este resultado é
particularmente relevante ao ser considerada a pouca familiaridade dos participantes com o
dispositivo (Tippey et al., 2017 ressaltam que, à época do estudo, o dispositivo ainda não estava
disponível comercialmente e, por isso, não seria amplamente utilizado e/ou conhecido pelas
pessoas). Sobre os achados, os autores ressaltam o efeito da entrada voice-to-text.

Both the voice-to-text and HUD characteristics evaluated in this study benefitted
multitasking performance presumably by reducing the competition for resources in the
driving environment. While the combined benefits afforded by HUD + voice input
resulted in the smallest driving performance decrements, the addition of voice-to-text
input alone resulted in the most significant improvements in both driving and texting
metrics, including a reduction in the number of extended eyes-off-road glances. (Tippey
et al., 2017, p. 685).

O principal resultado é perceber os óculos como melhor dispositivo para uso durante a
direção já que permite que os recursos visuais – de uma possível mensagem e a estrada, por
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exemplo – sejam compartilhados no campo de visão do motorista. Com o crescente uso de


dispositivos inteligentes aliado à necessidade de interação com eles durante a direção, no caso
da consulta a um mapa digital, o melhor é que a interação entre eles seja a menor possível.
Outra situação envolvendo habilitar uma atividade secundária a partir do dispositivo
inteligente, o segundo caso deste levantamento, é no caso de o usuário estar pedalando uma
bicicleta e precisar interagir com seu telefone móvel – uma situação também provável no
caso do turismo. Wolf et al. (2016) apresenta uma solução para melhorar o desempenho dessa
interação a partir de algoritmo de detecção de micro gestos de anéis inteligentes. Ressalta
que na maior parte das vezes, essa tecnologia é utilizada apenas para receber informação
(notificações, por exemplo) e seu uso como criador de informação é mais raro. E é este uso que
será explorado aqui; o anel, a partir de micro gestos, possibilitaria a interação do usuário com
seu dispositivo móvel sem a necessidade de contato direto. O desafio estaria na diferenciação
do movimento natural do corpo do gesto intencional.

A common solution to avoid a mismatch between natural movements and


gestures are clutch events, a set of in- and output actions, e.g. a button press and release,
that labels the gesture so that the computer only analyzes the motions that definitely are
meant to be an input command. In real life, as Weiser said, we expect to seamlessly and
fluidly interact with ubiquitous computers, which rather leads to avoiding clutch events
and to face the challenge of recognizing microgestures out of a continuous data flow.
(Wolf et al., 2016, p. 784).

A Figura 6 ilustra a situação estudada e o uso dos dispositivos pelo usuário.

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Figura 6. Microgesture Interaction for Save Remote Phone Control


Fonte: K., Mayer, S., & Meyer, S. (2016)

Os autores levantam quatro abordagens de detecção de gestos, denominados algoritmos


de classificadores, cuja interação com um dispositivo Android será estudada em tempo real. O
ciclista, que simula estar pedalando, poderá eventualmente trocar a marcha da bicicleta e acenar
para um amigo, e além dos movimentos naturais, serão avaliados os gestos de tap and swipe:
left, right, up, and down (Wolf et al., 2016). As questões técnicas do estudo são descritas nas
palavras dos autores e a Figura 7 as ilustram.

The hardware setup consists of two IMUs, containing an MPU-6050 accelerometer and
gyroscope each. The IMUs were worn as rings at the index finger and at the thumb. The
sensor data was captured with an Arduino pro mini 328 with 8 MHz. We used 8 MHz to
keep the amount of data manageable for classifying the data in real time. The data was
transferred via Bluetooth to a Samsung S III mini that runs Android. The sensors
connected with the Arduino and the Bluetooth modem were communicating using the
I2 C protocol. The gyroscope data was used to detect swipe gestures through
interpreting the angular velocity around the axis. The swipe directions (left, right, up,
and down) correspond with different rotation directions around the sensor axis. Tap
gestures are performed with the index finger or thumb. The microgestures were
recognized by applying peak detection on the accelerometer data. The schematic setup
of our microgesture ring is shown in Figure 2 [Figura 7]. (Wolf et al., 2016, p. 785).

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Figura 7. Ring interface connected with a mobile phone.


Fonte: Wolf, K., Mayer, S., & Meyer, S. (2016).

Sobre os resultados encontrados, os autores detalham o desempenho dos classifiers e do


algoritmo proposto para sua execução conforme Quadro 5. O grifo orienta a leitura.

In our analyses, we evaluated the 4 classifiers, DTW, KNN, RF, and TH, through comparing
classification rates and times per gesture. DTW uses one template for each gesture to compare the
incoming data with. The classification of a sample to a gesture was done with a threshold for the
computed distance between sample and template. This threshold was optimized with gradient descent
for each participant individually regarding the F-score using all recorded trainings samples of that
participant. For KNN, the Euclidean distance metric between the samples was used. The optimization
for the number of neighbors (k = 2) was done the same way as DTW. During the optimization of
KNN, it was observed that in all cases the amount of neighbors used for voting was one or two, while
the data sets with one neighbor dominated. RF consists of many decision trees. Each decision tree
votes for one of the trained classes the gesture will be classified to. The class with the majority of
votes is picked as the result class. Furthermore, feature selection was used to determine, which feature
of each data point shall be used by a decision tree during the classification.

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The threshold of the TH algorithm [grifo nosso] was determined during the training phase.
During each gesture, the highest velocity and direction of the gesture was determined for all five
training samples. The mean of these velocities was used as the threshold for each gesture during the
classification phase.

To test if our implemented algorithms fulfill the requirements of classifying


microgestures [grifo nosso] in mobile scenarios, we compared their classification rate (P-, R-, and
F-score) and the classification time ….

The gesture classification times differed a lot between the algorithms [grifo nosso], and
TH was with 0.02 s the fastest. RF was 49 times slower than TH, KNN was 708 times slower, and
DTW 9301 times slower than TH. A one-way ANOVA indicated that the choice of the classification
algorithms significantly influenced the classification rates [grifo nosso] (P-, R-, and F-score). The
classification algorithm effected the P-score (F3,60 = 37.85, p < 0.001), the R-score (F3,60 = 62.39,
p < 0.001), and the F-score (F3,60 = 39.64, p < 0.001).

Bonferroni-corrected post-hoc comparisons yielded significant differences between all scores


of TH vs. RF (p < 0.001), TH vs. KNN (p < 0.001), and KNN vs. DTW (p < 0.001). Comparing RF
vs. KNN indicated significant differences for the P-score (p = 0.004) and the R-score (p = 0.037), but
not for the F-score (p = 0.231). We did not find any significant differences between TH vs. DTW (p
> 0.05) ….

In summary, Random Forest resulted in the highest F-score and therefore, it led to the best
recognition rate with a comparatively small amount of false positive gestures due to the choice of α
= 0.7, and a relatively small variance. K- Nearest-Neighbor has the second highest F-score, followed
by Dynamic Time Warping, while Threshold has the lowest score. Moreover, the precision P (that
was raised by the smoothing step at the end of the classification) is in all cases higher than the Recall
R. Finally, DTW has a smaller precision value P than we would have expected due to its commonly
established usage.

Quadro 5. Desempenho dos algoritmos


Fonte: Wolf et al., 2016, pp. 787-788

Em suma, a abordagem de detecção de micro gesto que melhorar interage com o telefone
móvel é o Random Forest (quando comparado com K- Nearest-Neighbor, Dynamic Time
Warping, e a Thresh-). A contribuição dos autores também é a de apresentar um anel inteligente
com IMU (Inertial Measurement Units) embarcado como forma de interação com o telefone de
forma mais fluida. A contribuição dos autores se destaca por tornar o anel a fonte de interação
com o dispositivo móvel (telefone), além de sua função usual de mostrar dados, adicionando
uma funcionalidade.
Adaptações e melhorias em termos de ergonomia também foram identificadas pelo
terceiro caso levantado, também em vestíveis utilizados na cabeça. É o caso do conhecido por

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HMPD (head mounted projection display), um visor de projeção, discutido por Genç et al.,
(2016).
Tal dispositivo é parte de uma classificação mais ampla de vestíveis, os HMDs – head-
mounted display, em que o Google Glass é o principal exemplo de dispositivo. Segundo a
wikipedia, um HMD típico inclui até dois displays, com lentes e espelhos semi-transparentes,
que são embutidos no visor do óculos. A Figura 8 ilustra como funciona esse tipo de vestível.
Genç et al., (2016) destaca que o fato de os projetores serem pequenos facilita o seu uso; outra
vantagem desse tipo de projetor é ele poder ser usado sem a conexão com um computador de
mesa e com as duas vistas livres.

Figura 8. Apresentação da informação a partir de um HMD: (1) “Head referenced


displays where the virtual object moves with the head” (2) “World referenced displays
where the virtual information is fixed on a point in real world.”
Fonte: Genç, Ç., Soomro, S., Duyan, Y., Ölçer, S., Balcı, F., Ürey, H., & Özcan, O. (2016).

O objetivo do trabalho de Genç et al., (2016) é explorar o desempenho do dispositivo


em termos de atenção visual, isto é, de sua capacidade de distinguir, processar e rastrear
elementos visuais mostrados na tela e, com isso, fornecer orientações de design de interface
gráfica (do inglês, GUI) para melhorar a forma como ele apresenta a informação ao
usuário. Os autores explicam que os HMDs têm duas formas de apresentar a informação. A
primeira seria exemplificada com o Google Glass em que a conteúdo gráfico aparece no
dispositivo e se move juntamente com a cabeça do usuário; a segunda seria o caso do HoloLens
(da Microsoft), em que o conteúdo gráfico é tornado virtual na frente do usuário imitando
condições naturais de visualização. As orientações propostas teriam efeito em ambas as formas.
Além disso, as orientações permitiriam melhorar o uso de um dispositivo utilizado na cabeça
do usuário para aplicações de formas híbridas de realidade aumentada com realidade virtual
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(como é o caso de jogos); a maioria das pesquisas trata dessa possibilidade em dispositivos
utilizados no punho ou no peito do usuário, por exemplo. Também de particular interesse para
este trabalho é o possibilitado para passeios em museus; pesquisas anteriores levantadas pelos
autores citadas mostram esse uso apenas em situações estáticas.
Para o experimento, foi elaborado um protótipo conforme Figura 9.

Figura 9. Protótipo HMPD utilizado no estudo proposto.


Fonte: Genç, Ç., Soomro, S., Duyan, Y., Ölçer, S., Balcı, F., Ürey, H., & Özcan, O. (2016).

O protótipo é detalhado, no Quadro 6, já que permite o entendimento de um dispositivo


vestível do tipo HMPD. Em tempo, MOT significa multiple object track e se refere aos
elementos gráficos em movimento, e VS significa visual search e se refere aos elementos
gráficos estáticos.

A portable head mounted display unit was developed in the form of a cap …. The head
mounted unit was composed of three different components: (1) a stripped off pico-projector
(ShowWX+ from Microvision); (2) a mini computer (Raspberry Pi-1); and (3) a battery unit.

A custom 3D printed housing was used for placement of the projector and a wireless mouse
was used to enable user interaction with the display. We chose mouse as the input device
since it was the fastest and the most familiar way for the participants to respond and interact
with the display.

The projector used for the display was a MEMS scanner based 15 lumen pico-projector with
60 Hz refresh rate, which produces white light by combining three different laser sources
(RED:643 nm GREEN:530 nm and BLUE:446 nm). The use of the laser sourced projector
resulted in a focused image display for various projection screen distances. The projector
operates at a WVGA resolution of 848x480 pixels and a 16:9 aspect ratio. The field of view
of the projection beam was 44° and 25° in horizontal and vertical directions, respectively.

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To realize a standalone HMPD execute the MOT and VS test applications and record user
responses in a database, a Raspberry-Pi module was used, connected to projector through an
HDMI port. Raspberry-Pi is a low cost credit card sized single board computer running Linux
OS. It consists of a 700 MHz processor, 1 GB of RAM and is capable of running typical
graphics intended applications. Both MOT and VS applications were developed using the
Python programming language with support from open- source 2D gaming libraries (i.e.,
pygame3). User responses and other test data were stored in a local database on the
minicomputer and were later accessed for analysis.

Quadro 7. Descrição do protótipo


Fonte: Genç et al., 2016, p. 1541

De uso do protótipo, dezoito voluntários foram confrontados com três situações


cotidianas. Na primeira, eles realizam uma tarefa enquanto o protótipo permanece em uma
superfície estável; na segunda, os participantes realizam uma tarefa em pé vestindo o protótipo,
e na terceira eles o fazem em movimento. Essas três situações incluíram duas tarefas, uma com
o conteúdo gráfico em movimento (denominado MOT – multiple object track) e outra com o
conteúdo estático (denominado VS – visual search), resultando em um experimento com seis
blocos de desenvolvimento. A ideia é entender o que acontece com a visão do usuário quando
ele está imóvel e em movimento combinando situações em que os elementos gráficos são
estáticos ou dinâmicos (Genç et al., 2016). A Figura 8 ilustra um bloco dessas tarefas.

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Figura 8. A user (not an actual participant) performing tasks in walking condition by following a defined
path. From top to bottom: (1) the user is performing a VS task, (2) the user is performing a MOT task. The
room is illuminated in these pictures to increase the visibility of the experimental setup.
Fonte: Genç, Ç., Soomro, S., Duyan, Y., Ölçer, S., Balcı, F., Ürey, H., & Özcan, O. (2016).

O principal resultado do experimento é que conteúdos gráficos estáticos apresentados


via HMPD não afetam desempenho visual atencional, esteja o usuário parado ou em
movimento. Já a apresentação de conteúdo gráfico dinâmico pode prejudicar a atenção visual
enquanto o usuário está em movimento. Isso apareceu no experimento: os usuários cometeram
mais erros em relação às tarefas enquanto andavam e viam projeção no HMPD. No que diz
respeito a orientações gráficas, isso significa que os HMPDs deveriam evitar mostrar
informação ou elementos gráficos dinâmicos pois os usuários podem não entender o conteúdo
corretamente. O ideal seria que o HMPD fosse composto de elementos gráficos estáticos em
que o usuário fosse posto em movimento. Os autores apresentam situações reais para aplicação
dos resultados encontrados na Figura 9.

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Figura 9. Examples for implementing our findings into real life scenarios: (1) Museum setting, (2) Shopping
environment, (3) Surgery
Fonte: Genç, Ç., Soomro, S., Duyan, Y., Ölçer, S., Balcı, F., Ürey, H., & Özcan, O. (2016).

Um misto desses elementos gráficos, entretanto, poderia ser aplicado ao HMPD. É o


caso de um usuário passeando em um museu ter acesso tanto a elementos estáticos quanto
dinâmicos combinando situações pessoais com ou sem movimento. Neste caso, eles teriam uma
interface de navegação estática enquanto o usuário está passeando e elementos dinâmicos e
interativos poderiam ser apresentados ao visitante quando este estiver na frente de algum ponto
de interesse. O experimento dos autores fornece instruções gráficas que visam reproduzir
situações híbridas de realidade virtual com realidade aumentada, outro ponto importante para a
discussão aqui pretendida (Genç et al., 2016).
Outro desenvolvimento sobre a ergonomia em tecnologia vestível usada na cabeça
do usuário, o quarto caso aqui apresentado, é a proposição de um sistema de vídeo 360°
usado a partir de um capacete apresentado por Peck et al. (2016). A ideia central é
permitir que imagens sejam transmitidas remotamente a um observador. Além de usos
militares, sugere-se o uso do protótipo para fins educacionais em que um instrutor

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mostraria imagens ao vivo, permitindo uma viagem ao observador, e essa é a maior


inspiração deste caso. A aplicação envolve preocupações técnicas com a transmissão de
dados. Os autores destacam que seria o primeiro sistema vestível do tipo a ser feito em um
hardware que pode ser comercializado (Peck, Gilbert, Winer, & Ray, 2016).

Figura 10. The HomCam vision: wearable cameras (indicated with red recording indicators in upper panel)
offer the wearer's live situation awareness to remote viewers (Graphic credit: Hannah Deering)
Fonte: Peck, B., Gilbert, S., Winer, E., & Ray, R. C. (2016).

Cabe explorar os desafios tecnológicos do protótipo proposto na medida em que podem


inspirar desenvolvimentos similares. Nota-se que os autores não vão abordar as questões
relacionadas à privacidade.

The technology is the first challenge. Usable remote situation awareness requires
appropriate bandwidth for transmission of large video files with a tight timeline
constraint. The wearer requires a computer capable of acquiring and compressing
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visual data, and networks sufficient to transmit the data quickly. Since networks are
not ideal, we must design systems that tolerate faults appropriately when they occur.
(Peck et al., 2016, p. 801)

O protótipo amplia os desenvolvimentos prévios ao incorporar o componente vestível


de uma forma discreta e fornecer a visualização a um usuário remoto (Peck et al., 2016, p. 801).
Os autores também destacam que apesar de existirem câmeras com a funcionalidade 360º e isto
não ser a novidade do protótipo, tais dispositivos não são utilizados de forma vestível ou em
aplicações de uso remoto. Assim, descreve-se o sistema proposto no Quadro 9. Em seguida, a
Figura 11 ilustra o protótipo.

HomCam System Requirements


To achieve the goal of providing remote situational awareness, the following system
requirements were used to guide the design. Frame rate: the system should be capable of
broadcasting at least 15 frames per second. While a higher frame rate is desired, this frame rate
allows for a reasonably smooth user viewing experience. Bandwidth: the system should operate
in environments with as little as 3 Mbps available bandwidth. Weight and form factor: the
prototype should weigh under 10 pounds so it may be reasonably worn for at least three hours.
The whole system needs to be as discrete as possible. Commercial Off-The-Shelf (COTS)
components: the HomCam needs to be able to be built as a kit so that HomCams could be easily
replicated for broader consumer use. Cross-platform: the HomCam video should be viewable
using clients on Mac, Linux, and Windows.

Design Decisions
We chose the H.264 video compression format, as it is readily available on a number of
platforms. Real Time Streaming Protocol (RTSP) (Schulzrinne, Rao, & Lanphier, 1998) was
chosen as the video streaming protocol because it allows for simple establishment and control of
the streaming media, and is suited for both live and stored media. Also, it is available in cross-
platform video libraries, making it suitable for cross-platform use. The VLC video libraries were
chosen because they support a wide variety of applications as well as RTSP. QT was chosen as
the client application framework because it is supported on a larger number of platforms,
particularly mobile operating systems.

Implementation
The final prototype worn by the wearer consisted of four cameras embedded in a helmet,
frame grabbers, and a small computer to manage the network transmit the frames via Wi- Fi
(Figure 2). The system included a small box (approximately 20cm x 20cm x 5cm) to carry the
frame grabbers and computer.

Hardware
The HomCam host's computer was a PandaBoard ES with a dual-core ARM Cortex-A9
MPCore CPU. The cameras were four 700 TVL Color PC602XS from Supercircuits.com. Each
had a 1/3 inch Sony ExView Super HAD CCD II sensor capable of detecting 700 TV lines,
approximately 720x480.
The cameras were IR sensitive for night viewing and each camera had a wide-angle lens
with a 2.6mm focal length to give it an approximately 110-degree field of view. The four cameras
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were inserted into the helmet to be almost flush with the external surface around the horizontal
plane. Four frame grabbers, Sensoray 2253s, were used to process video from the cameras.

Client Display
There are many possibilities for the design of the actual display of the four video streams
that represent a 360-degree viewpoint. While systems such as Google Streetview (Vincent,
2007), or immersive displays, e.g., (Hirose, Ogi, & Yamada, 1999; Tang, Wong, & Heng, 2005),
use an ego- centric field-of-view (FOV) in which the user rotates either the head or the image
around the head to see the full 360-degrees, we designed the HomCam client using the results
described in (Boonsuk, et al., 2012; Gilbert, Boonsuk, & Kelly, 2012) to display the 360-degrees
simultaneously in a way that affords good spatial cognition (see Figure 3). This display offers
four 90-degree frames with the front and sides above and the "rear view mirror" below. However,
there are some gaps in the continuity between the front, left, and right frames because the cameras
are mounted on the surface of the helmet instead of at the center point of the head. However,
when viewing the HomCam videos (see URL in figure caption), the gaps are less noticeable
because of smooth optical flow from center to the sides.

Quadro 9. Descrição do sistema HomCam


Fonte: Peck et al., 2016, pp. 801-802.

Figura 11. The HomCam helmet, with four cameras inset at front, left and right sides, and rear
Fonte: Peck, B., Gilbert, S., Winer, E., & Ray, R. C. (2016).

O desempenho do protótipo foi avaliado em condições reais, isto é, com o usuário


alternando entre o mesmo local em que o computador portátil mostra as imagens de sua câmera
e em local diferente, utilizando redes de tráfico de dados com velocidades distintas. O melhor
desempenho foi com o usuário e a pessoa com o computador portátil separados; os autores

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relacionam isso com o fato de estarem sendo usados diferentes pontos acesso de rede sem fio.
Outras considerações são feitas pelos autores relacionadas aos resultados obtidos.

From the results, the HomCam requires a minimum of about 8 Mbps, and
additional bandwidth will ensure quality in the video, not our original goal of 3
Mbps. Our goal for weight and form factor was met: the entire wearable system
weighed 6.5 lbs, including helmet and the box with a battery that lasted at least two
hours, the Pandaboard, frame grabbers, and other components. Regarding
component sourcing, all were COTS as desired. The viewing client was cross-
platform as desired. It was beyond the scope of this project to port the client to a
mobile platform such as iOS or Android. In summary, four out of five system
requirements were met, and the system ran successfully in a controlled network
environment with sufficient bandwidth. These results can be deemed a technical
success for this initial prototype [grifo nosso]. (Peck et al., 2016, p. 803)

O quinto caso envolve a utilização de um algoritmo em dispositivos vestíveis que


atue em sua ergonomia. Lv et al. (2015) propõem uma abordagem touch-less (doravante,
sem toque) de interação do usuário com óculos e telefones inteligentes para utilização de
jogos de realidade aumentada. Nela, óculos e telefones inteligentes usariam gestos in air das
mãos e dos pés para os comandos dos aparelhos. Isso resolveria as maiores dificuldades no uso
daqueles dispositivos – o chamado fat finger problem (em referência ao problema bem comum
de uma tecla errada ao digitar, no caso do telefone) e o occlusion problem (em referência ao
bloqueio parcial da visão, no caso dos óculos). A ideia dos autores é explorar ações naturais do
corpo, gestos e movimentos, nas tecnologias vestíveis, algo similar ao proposto no uso do anel
inteligente tratado no início deste item. A ideia central é fazer algo que permita ao usuário focar
mais no jogo do que na interação com o dispositivo.
A pesquisa é feita com uma estrutura híbrida de um telefone colocado no pulso ou joelho
do usuário e um vestível em sua cabeça. Foram desenvolvidos três jogos de realidade
aumentada a partir de algoritmos de detecção e rastreamento de gestos. Além do desempenho
em termos de usabilidade dos gestos como comandos, os autores mediram o desempenho da
bateria, uma avaliação do algoritmo proposto e a portabilidade dos usos entre os dispositivos
(Lv et al., 2015).

The system integrates two parts based on human-centered design: (1) vision-based
wearable hardware; (2) touch-less interaction-based augmented reality game software.
When users wear the hardware, i.e., the wearable framework on their wrists or knees,
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and the smart glasses on their heads, the software on the hardware will track the
finger/foot motion (in front of the camera) to simulate the touch event with the dynamic
gestures (Fig. 1) [Figura 12]. (Lv et al., 2015, p. 552).

Figura 12. System level diagram depicting our touch-less interaction approach
Fonte: Lv, Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015)

O algoritmo proposto funciona em tempo real e é isso que permite que se use os gestos
como fonte de interação. “The touch-less interaction algorithm uses dynamic programming-
based CTM algorithm [59] to localize the finger/shoe contour for hand/foot, complemented
optimally by lightweight skin detection [52], and employs TLD [27] framework to strengthen
the tracking process in every frame”. (Lv et al., 2015, p. 552).

O algoritmo é apresentado na Figura 13.

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Figura 13. Algoritmo de interação touch-less.


Fonte: Lv, Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015)

O Quadro 10 traz considerações dos autores sobre o desenvolvimento do algoritmo.

In the first step, contour-based template matching (CTM) approach is developed to find the
best region containing human finger/foot contour in the camera view. A human finger/foot template
is modeled off-line, and then, it is compared with image frames acquired from smart- phone’s camera
to find an optimal match as interactive feet [59] and fingerink [1] using dynamic programming in the
previous work. Dynamic programming is an algorithm that is used to ensure globally optimal
solutions of problems, as it always returns the highest score match. It has been proved in many state-
of-the-art works [1, 17, 54, 57].

The developed the contour-based template matching (CTM) approach is developed by using
template matching based on dynamic programming (DP) algorithm [1], in order to find the best region
containing the hand/ foot contour in the camera view. A hand/ foot template is modeled off-line and
then compared with image frames acquired from camera of the smartphone to find an optimal match.
Following is a brief clarification of the concept. Inputs to the DP module are the binary templates and
the binary edge images. Two main issues are to be considered here: template deformation and
template matching.
(...)

In order to select the most suitable tracking algorithm in the second step, three tracking
algorithms are ported to the Android smartphone and the performance and efficiency are compared.
TLD [27], HoughTrack [21] and PixelTrack [13] are three current advanced tracking algorithms. In
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the case, HoughTrack is the most robust and time-consuming algorithm, while PixelTrack is the
fastest and also algorithm with good performance. However, both algorithms build lookup tables in
the initial step, which costs more than 10s on the 1.5-GHz smartphone. Therefore, TLD algorithm
is adopted, which costs less than 1 s in the initial step but still gets a high score in the tracking accuracy
test on the smartphone. In addition, TLD can support scale varying that is one of the characteristics
of spatial motion interaction. TLD algorithm combines elements of tracking, learning and detection
in the 2D image space to make it a long-term tracker. The TLD tracker uses a tracking strategy of
overlapping blocks and tracks every block by Lucas- Kanade optical flow method. TLD reduces the
image processing time of the pure CTM. Besides, a limitation of occasional false detection exists in
CTM if the hand/foot gestures exceed the restriction of deformation or complex backgrounds
interferes detection rate.

Quadro 10. Considerações sobre o algoritmo.


Fonte: Lv et al., 2015, pp. 553-555

O algoritmo proposto consegue lidar com a detecção de todo e qualquer gesto feito por
mãos e pés, mesmo quando são rápidos ou em casos em que as imagens não são nítidas. Ele
também resolve questões relacionadas à interação com um computador portátil, como por
exemplo a dificuldade em se detectar gestos que são feitos na parte inferior da tela. As Figuras
14 e 15 ilustram as ações.

When the fingers are pointed to the lower part of the screen, the hand is hardly visible
and hard to be recognized by the hand detection algorithm. To solve this problem,
touch-less interaction mode in this algorithm is adopted to avoid the direct hand contact
on the screen and increase the resolution of interaction. Meanwhile, the ROI selection
method in the pyramid-based optimization process can expand or shrink the recognition
region freely so that the hand gesture close to the border of the camera can be
recognized. (Lv et al., 2015, p. 555)

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Figura 14. Modeled template and accurate detection of user’s finger gesture. Results for template-based
gesture detection algorithm applied on our dataset
Fonte: Lv, Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015).

Figura 15. The tracking results for a variety of finger gestures with background interference
Fonte: Lv, Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015).

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Questões relativas ao uso da bateria usando tecnologia sem toque merecem menção pelo
que podem prover orientações para desenvolvimentos futuros.

In order to evaluate the impact on battery performance of the touch-


less interaction technology, a series of trials are conducted by using identically
configured HTC one X smartphones. The measurement is not taken on Google
Glasses since Google Glasses sometimes shut down automatically due to
overheating, which can interrupt the measurement. Using the designed touch-
less gestures, the power consuming of two scenarios are compared: (1) touch-
screen interaction and (2) touch-less interaction. During the comparison of the
battery life, the interferences such as wireless antenna are turned off. Each
smartphone runs uninterrupted for 10 min, which is not so for most context-
aware applications [12], but useful in order to provide multiple-group case
analysis in short time.
Our findings indicate that touch-less gestures have a measurable
impact on battery life. Simply using the touch-less interaction drains the
battery by 20 %. Yet for almost every gesture, using the framework brings
improved efficiency over using a single device. ‘Swing finger to left’ and ‘swing
finger to right’ gestures draw especially more attention in the trials because
they are commonly used by hand interaction applications. However, to achieve
meaningful power saving with gestures, the cost of computing needs to be
higher than the real-time images capturing. To demonstrate this, the camera is
kept open but no any hand or foot in the camera view, and it is found that the
system saves 12 % power than computing gestures when hands or feet appear
in the camera view. Overall, the battery trials have provided us with an insight.
Interaction’s energy efficiency improves as no gestures in the camera view (Lv
et al., 2015, pp. 556-557).

A Figura 16 e a Figura 17 mostram os gestos relacionados aos jogos estudados.

Figura 16. From up-to-down: hand gesture; foot gesture; foot motion sensing computing chart
Fonte: Lv, Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015)

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Figura 17. The players can play the touch-less interaction pervasive games on either smartphone or tablet
in a variety of postures, i.e., sitting, lying and/or standing
Fonte: Lv, Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015).

A explicação do exposto nas Figuras 16 e 17 são apresentadas, nas palavras dos autores,
no Quadro 11.

Figure 7 [16] shows the basic gestures of hands ðA; B and CÞ and feet ðD; E and FÞ.
A shows the initial hand gesture and orientation and B illustrates that the finger swings from
left to right (it can also swing the opposite direction). Except defining the direction by
swinging fingers, users can also move the visual mouse by moving their hands. C represents
the flex and extension motion of fingers, which is similar to the gesture of clicking when
people use mouse. D indicates the motion of feet, which can trigger some events related to
the position in certain scenes by tiptoe. E illustrates the forward motion which can trigger
optional events kicking motion and moving motion according to the moving speed of users’
feet. The estimation of speed is computing with the linear algorithm shown in the sub-figure
F. Next section will discuss the motion sensing gesture interaction method of running on
different devices.

Figure 8 [17] shows that, regardless of the body gesture (sitting as in A, B; standing
as in C, D; or lying as in E), the device can recognize the hand or feet gesture via the rear
camera of the device, according to which the device can manipulate the software. Besides,
the user can also handle it with the front camera ðF; GÞ. Red zone indicates the users’ sight,
and yellow zone indicates the camera’s video capture zone. Apparently, the distance from
eye to screen has no difference, but the distance from the camera to hand ðA; C; F and GÞ
is clearly shorter than that from camera to feet ðB; D; EÞ. At the same time, it can be noticed
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that the gesture of hands or feet interacting with the device via the rear camera is displayed
through the screen, presenting to the users indirectly. While for those gestures via the front
camera, users can see the visual reactions in the screen directly. In addition, one hand has to
hold the handheld device ðA; B; C; D; EÞ, which will weaken the interaction efficiency,
although the hand holding the device can still make some incomplete touch interaction. F and
G show that in those scenes, the hands are totally free. However, the mobile devices in those
scenes require to be supported by another object which also makes it inconvenient to control
by feet.

Quadro 11. Explicações das Figuras 7 e 8.


Fonte: Lv et al., 2015, pp. 557-558.

Os autores descrevem os dispositivos utilizados no estudo, como mostra a Figura 19.

The hardware of the hybrid wearable framework is comprised of three main hardware
components: mobile phone holder, holder base and fastener strip. The connection
between mobile phone holder and holder base is an active loose leaf, which can be
twisted to adjust the pitch angle of the smartphone camera for adaptation of wrist and
knee. The framework can be fixed on wrists or knees firmly by the fastener strip for
detecting of hand and foot gesture interaction, respectively, as shown in Fig. 9. (Li et
al., 2015, p. 558).

Figura 19. The wearable framework mounts on wrist for hands (eg., finger) interaction and on knee for
feet interaction.
Fonte: Lv, Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015).

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Os autores ressaltam as particularidades em se utilizar um dispositivo como o Google


Glass, denominado tecnologia HGI (human-glass interface). A Figura 20 ilustra a situação.

Google Glass is free of the occlusion problem and fat finger problem, which frequently
occur in direct touch-controlled mode for once and always. However, Google Glass
only provides a touch pad that includes tactile sensing with simple gestures such as
‘tapping and sliding your finger,’ and this tactile sensing is a unidimensional interaction
in fact. Instead of the traditional two-dimensional interaction based on a complete touch
screen of smartphone, the unidimensional ‘swipe the touchpad’ interaction with a row
of ‘Cards’ replacing conventional two-dimensional icon desktop has limited the
intuition and flexibility of HGI. Therefore, implementing a vision system of light-weight
gesture recognition is a new challenge, in which cameras capture real-time videos of
the users’ movements, and then, certain algorithm is applied to calculate and determine
what the gestures mean, no necessity for users to hold any device. Captured by ADB
command, the screenshot of the implementation on the Google Glass is shown in Fig.
10. The demonstration has been proved [40, 41]. (Lv et al., 2015, pp. 558-559).

Figura 20. Hand and foot gesture recognition on Google Glass


Fonte: Lv, Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015).

A Figura 21 mostra a interação do usuário com os óculos e como a câmera reconhece


os seus gestos.

How the user wearing the Google Glass interacts with the glasses through the glass
camera capable to recognize the gestures of hands and feet is illustrated in Fig. 11.
User’s sight indicated by the red zone basically coincides with the camera captured
zone indicated by the yellow zone. This is because the eyes are close to the camera of
glasses and they have the same orientation. Thus, the gestures seen with user’s naked
eyes are on the whole the same as those captured by the camera, which makes this kind
of interaction via wearable glasses more intuitive than that by virtue of mobile camera.
Besides, this kind of interaction frees up the users’ hands completely so that operating

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the device with both hands and their combination is well supported (shown as C). In
this scene, since hands and feet are in the same side, manipulating the device with hand
and feet combination is also supported. D and E indicate that, benefiting from the
ubiquitous feature, this kind of light-weight interaction technique will surely find wide
application on many smart devices such as smart glasses or smartphones in the near
future. Users are able to connect with each other via the Wi-Fi or Bluetooth network,
and influence each other in the same virtual world with their own limbs, for example,
playing a football game in the virtual field as in E. (Lv et al., 2015, p. 559).

Figura 21. The touch-less interaction on smart glasses


Fonte: Lv, Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015).

Três jogos baseados em realidade aumentada foram utilizados para o estudo da interação
touch-less em dispositivos vestíveis. A Figura 22 inclui o tipo de gesto que será considerado
em cada um

These games demonstrate the usefulness, viability and flexibility of the touch-less
interaction approach which is applied to investigate its possibility and limitation, to
illustrate and explore different use cases. ‘Bouncing ball game’ and ‘Football game’
have the similar game rules. ‘Foot-Play Piano’ proves the capability of touch-less
interaction approach to control rhythm by foot. (Lv et al., 2015, p. 559).

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Figura 22. From left to right: bouncing ball game. Football game. Foot-Play Piano App
Fonte: Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015).

Sobre o funcionamento touch-less nos jogos.

The augmented rendered glove/shoe’s image or color- marked cursor overlaid


on the camera view on the screen provides the user with direct and immediate reference
of the actual hand position relative to the screen. This user is expected to perceive the
touch-less approach as being stretched from his or her body (i.e., hand, foot) when
manipulating on the screen. In order to complete this interaction loop, our system maps
the physical hand/foot onto the screen coordinates. When the user manipulates the
icon/button on the screen by touch-less gestures, the system calculates and updates the
position of the augmented rendered image/cursor overlapping with the screen mapped
from the location of the gesture accordingly. Touch-less algorithm is able to recognize
a number of user gestures including simple actions such as ‘Swing Finger’ and complex
operations such as ‘Finger Flexion and Extension.’ Since the names of all the designed
gestures are to some extent self-evident, we have not made detailed explanation of each
gesture in this paper. All augmented reality games are implemented in C?? and Java
with Android SDK/NDK, and the images processing tasks are realized by using
OpenCV. (Lv et al., 2015, p. 559).

O principal resultado encontrado pelos autores é de que os óculos inteligentes permitem


um uso mais intuitivo e confortável, em termos de interação humana, aos usuários de jogos de
realidade aumentada. A avaliação também mostra que os gestos manuais são considerados mais
aceitáveis do que os realizados com os pés. A tecnologia sem toque proposta é uma forma
totalmente nova de controle dos dispositivos móveis e pelos wearables.

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User studies confirm that the touch-less interaction technology … is suitable for modern
devices using smart glass. The touch-less motion interaction on head-wearable devices
using smart glass extends the resolution of operation space not only because it widens
the distance between hands/feet and camera, but also that it completely frees the users’
hands from the handheld devices. By this way, both hands are available to create more
gestures. In addition, the angle of view and the position of camera with frontal glass are
close to the right eye, and the visual feedback from the glass projector is directed at the
right eye. And that is intuitive WYSIWYG interaction, and benefit can be obtained from
the coordination between head and hand/feet gestures. (Lv et al., 2015, pp. 564-565).

Os autores destacam sua contribuição em oferecer uma solução de baixo custo para
jogos de realidade aumentada em dispositivos móveis e wearables. O uso de diferentes sensores
pode ampliar a gama de wearables envolvidos. Como pesquisa futura, indicam o
desenvolvimento de algoritmos específicos para gerenciamento de dados e processamento de
imagens de forma a melhorar o desempenho do dispositivo usado em jogos (Lv et al., 2015, p.
565).
O desenvolvimento tecnológico do sexto caso está relacionado à ergonomia de
dispositivos inteligentes relacionados a novas técnicas de visualização em telas pequenas,
um dos maiores desafios do uso de relógios inteligentes. A técnica de navegação proposta pelos
autores é pensada para um pedestre utilizando mapas. Apesar de aplicativos cartográficos serem
padrão tanto em plataformas iOS quanto Android, eles são apenas adaptações daqueles usados
em telefones, e por isso aquém do necessário para os vestíveis.

… while the problem of adapting interfaces originally developed for larger-screen


displays to smaller devices like mobile phones is well-known and well-studied [16,25],
smartwatches are not just downscaled mobile phones: techniques that work on mobile
phones do not necessarily work on smartwatches (e.g., text input using software
keyboards). (Wenig et al., 2016, p. 1).

Os autores desenvolvem uma técnica de visualização a partir do aplicativo StripeMaps,


amplamente utilizado para mostrar mapas nas telas de relógios inteligentes. Eles propõem uma
solução que envolve uma navegação baseada em imagens e a compara com a atual forma
que o mapa aparece no relógio. A Figura 23 ilustra a aplicação de tal solução, chamada
ScrollingHome e usada para navegação em ambientes internos.

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ScrollingHome allows users to navigate indoors using image-based approaches without


any specialized positioning infrastructure: the user enters a building through a specific
entry (e.g., the main entrance), selects a starting point as well as a destination point and
then uses ScrollingHome to navigate through the building. (Wenig et al., 2016, p. 1).

Figura 23. The ScrollingHome application concept; the user scrolls through a series of images
showing the route
Fonte: Wenig et al., 2016.

A introdução desta técnica de navegação supera o desempenho atual do StripeMaps em


termos de tempo para completar a tarefa, percepção de trabalho mental e usabilidade confome
percebidas pelo usuário. O StripeMaps é um aplicativo de mapa com cartographic approach
for indoor navigation with smartwatches. … transforms 2D maps with route information into a
1D stripe. A Figura 24 o ilustra.

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Figure 24. StripeMaps converts a 2D map to a 1D stripe. The original path on the 2D map is shown on
the mini-map. The cut (shown on the smartwatch) indicates the direction of the turn the user needs to make
to navigate along the path (figure adapted from Wenig et al. [23]).
Fonte: Wenig et al., 2016.

The underlying concept of the ScrollingHome application is very simple: users


scroll through a series of images showing their route. The images are extracted from
videos taken from a first person view … . Like StripeMaps, users are able to scroll
through these images by scrolling vertically on the display. Moving the finger up- wards
on the smartwatch shows previous images while moving downwards shows the following
images that guide the users on their route through a building.
Controlling route information by linearizing user interaction and confining it to
single, simple scrolling gestures have been proven successful with StripeMaps.
ScrollingHome takes the same approach, but with image-based route in- formation
instead of the traditional cartographic representations by StripeMaps. As existing
image-based navigation approaches for mobile devices have also included visual
instructions (e.g., path visualizations or arrows) [22], instead of only presenting plain
images on the smartwatch, we implemented a slightly modified second version of
ScrollingHome that augments the images with a 3D path visualization of the route.
(Wenig et al., 2016, p. 3)

O estudo foi realizado com dezoito participantes utilizando relógios da empresa Sony
(Sony SmartWatch). Nem todos os usuários eram familiarizados com a tecnologia. A tarefa
proposta era passear por três lugares diferentes dentro de um prédio com os relógios já contendo
as imagens e o mapa. Foram testadas três condições: o uso do StripeMaps como está, o uso a
partir da técnica proposta Scrolling Home e tal aplicativo com visualizações de passos (Wenig
et al., 2016).
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Figura 25. Conditions in the user study: StripeMaps (SM) (a) and the image-based approach without
(ScroHo) (b) and with route information (ScroHo+P) (c)
Fonte: Wenig et al., 2016.

Regarding the scrolling behavior, some participants were constantly scrolling


while they were walking and kept the images on the smartwatch exactly synchronized
with their current position. Others used a slight different approach: they scrolled
through the images to the next turn first and then walked to that point without looking
at the smartwatch. After taking the turn, they stopped and scrolled to the next turn again.
In the end, the second approach turned out to be faster than the first one.
In the semi-structured interviews, ScrollingHome was described as a “very good
idea” and “very intuitive”. One participant explained, that because of the images he
only had to glance at the smartwatch out of the corner of his eye. However, feedback on
the path augmentation was mixed, e.g. one participant criticized that it covers large
parts of the image. We can refer to this as the “Fat Arrow Problem” for smartwatches
in imaged-based navigation. The app itself was described as “respond[ing] very fast to
user touch input” and the “interaction was very smooth”. (Wenig et al., 2016, p. 5).

A ideia do aplicativo é bem simples – usar imagens pré-gravadas para orientar o usuário
durante um passeio. Ele prova que uma abordagem baseada em imagens é a forma mais efetiva
de navegação do pedestre usuário de relógios inteligentes. Há, entretanto, desenvolvimentos
futuros que podem aprimorar o seu uso.

For future work, it will be important to identify means by which we can provide a
tracking mechanism in order to give the user feedback in the case of errors. The
additional integration of an orientation indicator might also be a useful addition.
Furthermore, while the routes used in the study did include narrow floors as well as
some halls, the routes did not include changing levels in multi-level buildings via stairs
or elevators. Future work should investigate such situations as well as more special
ones, e.g., mezzanines. Lastly, we recorded our videos especially for the purpose of this

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study. Future work should examine more scalable solutions, for instance leveraging the
indoor imagery available in Google Street View. (Wenig et al., 2015, p. 5).

Por fim, o sétimo caso identificado na categoria Tecnologias e Soluções volta-se para a
ergonomia em telefones e relógios inteligentes quando eles envolvem a experiência com
realidade aumentada. O desafio aqui é lidar com o fato de que o usuário de telefone tem que
manter os braços levantados para usufruir dessa funcionalidade. Os autores propõem, então,
mudar o ângulo da câmera da tela, de 45° para 90°. A comparação dessa forma melhorada
do telefone com o relógio é então feita em termos de navegação (Colley et al., 2016).
Diferente do caso apresentado anteriormente, em que a realidade aumentada se
referia a jogos, aqui ela se refere a situações como nomeando marcos durante um passeio
ou contextualizar informações digitais variadas. Assim, tais aplicações incluiriam usos
distintos, do setor médico e militar até do turismo (Colley et al., 2016). A Figura 26 mostra
a situação usual e a com o desenvolvimento proposto.

In general, AR applications combine a real-world view, obtained by using a camera,


with virtual objects that are aligned with 6 DoF within this environment …. The
integration of cameras into mobile phones made these devices the ideal platform
for AR browser applications. This development was further accelerated by the
increase in processing and graphical power of such devices over time. However,
the current camera vs. display placement in mobile phones been driven by
photography usage and device manufacturing issues and has not considered AR
usage as a driver. Thus, this configuration may not be optimal for AR browser
experience. (Colley et al., 2016, pp. 1-2).

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Figura 26. Example of using an AR tourist guide. Left: Normal AR browser. Right: AR90.
Fonte: Colley et al., 2016

A Figura 26 ilustra o problema ergonômico colocado diante da necessidade de o


usuário manter seus braços levantados. Apesar de a situação ser similar a um usuário
tirando fotos com o telefone – algo muito comum – o tempo necessário para conclusão da
tarefa com realidade aumentada é maior do que o de fotografia. Pensando na realidade de
um turista, a dificuldade aumenta se o usuário estiver com uma das mãos ocupadas –
carregando uma bolsa ou tomando um sorvete – enquanto passeia em um museu ou pela
cidade (Colley et al., 2016).

In our work we aim to investigate a solution that targets to improve the ergonomic
and social challenges related to mobile device based AR browser usage. As our
contribution we explore a novel concept ‘AR90’ that challenges the current see-
through paradigm driving the design of AR browsers. In current AR browsers, in
order to create an approximate optical see-through experience, the viewing planes
of the device camera and screen are parallel to each other. In contrast, we explore
a concept where the angle between the camera and screen viewing planes can be
changed to 45° or 90°, the latter resulting in a device as illustrated in Figure 2. We
study the consequential effects on the overall user experience, in particular focusing
on ergonomic and task performance aspects …. (Colley et al., 2016, p. 2).

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Figura 27. Sketch of a concept ‘AR optimized’ mobile device


Fonte: Colley et al., 2016

Para o estudo, foram selecionados três ângulos diferentes da tela da câmera – 0°,
45° e 90° – como mostra a Figura 3. Foram usados dispositivos inteligentes com telas de
diferentes tamanhos, entre telefones e relógio (Figura 28).

Figure 28. Our three test configurations for camera-screen angle.


Fonte: Colley et al., 2016

A Figura 29 mostra o usuário com a câmera, o computador que monitora os resultados,


e os instrumentos OptiTrack envolvidos. Comentários dos autores são mantidos de forma
literal.

To enable modification of the poster content during the test, rather than use a printed
paper poster we used a 40” display connected to a PC running an Ubuntu-server
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distribution. Using an HTML/HTTP webserver we were able to set the map image for
each test to match the one shown in the virtual environment on the device screen. (Colley
et al., 2016, p. 5).

Figura 29. Overview of the Study Set-up


Fonte: Colley et al., 2016

Figura 30. The three devices used in the study. Left-Right: Large mobile device, small mobile device and
smartwatch. Note the OptiTrack markers attached with an offset to the devices.
Fonte: Colley et al., 2016

Sobre os dispositivos utilizados.

The large mobile device was a Nexus 5, with a visible viewport of 135 mm by 67
mm (5” diagonal). The device was placed in a protective casing and an offset tracking
marker was added. We chose to use an offset marker to ensure that users would not
occlude the marker during the experiments.
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A small mobile device was simulated by adding a mask to the Nexus 5 device,
reducing the visible screen area. This created a device with screen dimensions of 53 mm
by 40 mm (2.6” diagonal), matching that of the Nokia N95 device used in earlier studies
by Rohs et al. [21].
The smartwatch used was an AW414.Go smartwatch by Simvalley, running
Android. This had a visible viewport of 38 mm by 38 mm (1.5”) and was selected
primarily due to its Wi-Fi support. (Colley et al., 2016, p. 5).

O experimento é ilustrado na Figura 31 e utilizou o mapa de uma cidade alemã como


alvo da realidade aumentada. A tarefa principal do usuário é identificar pontos de interesse
neste mapa para descobrir o valor dos estacionamentos. Os autores vêm uso similar no serviço
de metrô de Nova Iorque, com o projeto Tunnel Vision .(Colley et al., 2016, p. 5).

Figure 31. A test participant using a mobile phone based AR browser to with 3 different angular offsets
between the device camera and screen.
Fonte: Colley et al., 2016

As the study task, users needed to use an AR browser device to inspect all the parking
lot POIs shown on the map. When the AR browser hovered over a POI it was augmented
with a label showing the price of parking at that POI. When the user had inspected all
the POIs, they then returned the POI with the lowest price value and selected it by
tapping it on the touch screen. … Task times and device coordinates were logged, as
well as the errors. (Colley et al., 2016, pp. 6-7).

Os principais resultados são discutidos pelos autores (Colley et al., 2016):


- Em termos de velocidade de conclusão e carga das tarefas: a configuração AR0
utilizadas em navegadores de realidade aumentada fornece a forma mais rápida de completar a
tarefa;

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- O ângulo da câmera tem de fato um efeito no desempenho de navegação e o benefício


do AR0 é reduzido no caso de realidades aumentadas location-based, como é o caso de navegar
por pontos de interesse em uma cidade;
- O ângulo de 45° produz o melhor resultado em termos de conforto e facilidade no uso e
por isso foi a configuração preferida;
- Sobre o efeito do tamanho da tela, no caso de telefones inteligentes uma tela maior
permitiu um maior número de buscas pois mais conteúdo era visível na tela ao mesmo tempo.
“Clearly screen size will also be one factor impacting on the relative benefit of the visual
correspondence between the AR display and real world, with the benefit of external context
being less for larger screens”. (Colley et al., 2016, p. 8)
- No caso do ângulo AR90, um uso diferenciado foi notado. Ao invés de se utilizar a tela
para localizar o alvo, o próprio dispositivo era apontado aos pontos de interesse e a informação
era lida pelo display – “this is interesting as it highlights the fact that there can be other sighting
mechanisms employed on AR devices as alternatives to the display”. (Colley et al., 2016, p. 8).
Os resultados encontrados no caso de o usuário estar com um relógio inteligente
merecem destaque. De maneira geral, a conclusão dos autores é que tais dispositivos não sejam
usados para tarefas relacionadas a realidade aumentada.

… we found major issues related to the smartwatch form factor use as an AR browser.
For all orientations, users found the smartwatch to be physically the most demanding.
This is most likely due to it requiring movements originating primarily from the
shoulder, rather than the elbow in the mobile device case. The shoulder twisting
required for this interaction, created a lot of stress on joints and muscles. Users also
employed other body movements e.g. with their legs, aiming to reduce the stress on the
arms when using the smartwatch. Hence, we recommend that smartwatch devices are
not used for AR browsing tasks and should be, if they are used at all, just be used for
short-term AR interactions. (Colley et al., 2016, p. 9)

Sobre a preferência dos usuários com o ângulo AR45, apesar do seu uso não ser o mais
eficiente, sugere que as considerações de ergonomia predominam no caso de navegação de
realidade aumentada.

The majority of our test participants (6/9) selected the AR45 configuration as their
overall preferred configuration. Although it was not the fastest in task completion, it
was considered as requiring the least workload to use. This suggests that ergonomic
considerations are dominant when users judge the overall experience of an AR browser.
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Thus we propose that the optimal AR browser will be a large screen (5” diagonal
display) device with the camera mounted at an angle of approximately 45° to the plane
of the device screen. Such a device could be constructed without reducing the
pocketability and multiple applications of current smartphone form factors, … . (Colley
et al., 2016, p. 9).

Os autores destacam, ainda, que a contribuição pode ser estendida para outros casos
location-based de navegação com realidade aumentada, mas em ambientes abertos (na
natureza, por exemplo).

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3 Questões de Usabilidade nos Aplicativos Móveis e Wearables

Questões como telas pequenas, conectividade limitada, consumo elevado de energia


afetam a experiência do usuário com as tecnologias inteligentes que devem ser utilizados em
movimento. Discutir os temas envolvendo a usabilidade, portanto, são cruciais ao se pensar no
desenvolvimento de tais tecnologias. Este item o levantamento bibliográfico sobre a usabilidade
nos aplicativos móveis e wearables.
A discussão das questões de usabilidade tem sido feita a partir de trabalhos que avaliam
o uso de computadores. O Quadro N sintetiza o que há, em termos teóricos, sobre a usabilidade
de produtos tecnológicos da área já que são inspirações para os trabalhos que vão avaliar
aplicativos móveis e wearables e afetam sua ergonomia. Basicamente, discutem usabilidade
como uma questão de eficiência, efetividade e satisfação do usuário.

Nielsen [4] identified five attributes of usability:


- Efficiency: Resources expended in relation to the accuracy and completeness with which users achieve
goals;
- Satisfaction: Freedom from discomfort, and positive attitudes towards the use of the product.
- Learnability: The system should be easy to learn so that the user can rapidly start getting work done
with the system;
- Memorability: The system should be easy to remember so that the casual user is able to return to the
system after some period of not having used it without having to learn everything all over again;
- Errors: The system should have a low error rate, so that users make few errors during the use of the
system and that if they do make errors they can easily recover from them. Further, catastrophic errors
must not occur.

In addition to this Nielsen defines Utility as the ability of a system to meet the needs of the user. He
does not consider this to be part of usability but a separate attribute of a system. If a product fails to
provide utility then it does not offer the features and functions required; the usability of the product
becomes superfluous as it will not allow the user to achieve their goals. Likewise, the International
Organization for Standardization (ISO) defined usability as the “Extent to which a product can be used
by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified
context of use” [5]. This definition identifies 3 factors that should be considered when evaluating
usability.

- User: Person who interacts with the product;


- Goal: Intended outcome;
- Context of use: Users, tasks, equipment (hardware, software and materials), and the physical and social
environments in which a product is used.

Each of the above factors may have an impact on the overall design of the product and in particular will
affect how the user will interact with the system. In order to measure how usable a system is, the ISO
standard outlines three measurable attributes:

- Effectiveness: Accuracy and completeness with which users achieve specified goals;
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- Efficiency: Resources expended in relation to the accuracy and completeness with which users achieve
goals;
- Satisfaction: Freedom from discomfort, and positive attitudes towards the use of the product.

Quadro 12. Questões de usabilidade comumente utilizadas


Fonte: Harrison, Flood, & Duce, 2013, pp. 1-2

Os trabalhos que se voltam para a análise da usabilidade de dispositivos móveis


incluem questões sobre a interação do design e a experiência do usuário como fatores a serem
considerados.

Usability
Approaching the definition of the term usability, this paper will use a definition, which is taken as a
point of reference for many researchers. International Standard ISO 9241-11 has defines usability as the
capability of the product to be understood, learned, operated, and ease of use to users and can be used
by specified users in order to achieve certain goals with effectiveness, efficiency, and satisfaction [3].
The usability of the product must consider on these three aspects as mentioned by [4]:

- Efficiency: not much times or efforts to complete a particular tasks


- Easier to learn: operations can be done and learned by observing the object
- User satisfaction: meets user expectations and objectives

Interaction Design
Interaction design is related with interface design as both are correlated together to ensure that there is
interaction between user and interface and it is part of system development process [6]. The important
area when designing the interface of applications is the design for user to access the digital information.
Since application is in digital environment, it is important to provide link between the user and the
application. This process allows user to perform task and increase the involvement of users in the
application. Interaction design is one of the research subjects in Human Computer Interaction (HCI)
because HCI studies the human interaction with any product or technology [7].

Interaction design phase used user experience in the designing the interface design of the product. It is
a process where they need to define whether that product was easy to use or learn and avoid ambiguous
features. The operation involves in interaction design such as cognition, perception, ergonomics, quality
experience and semantic need will be integrated in design process. All of the operations involves will
need usability testing to ensure that it can support user interaction [8][9][10]. Interaction design is
important phase in system development as it provides significant interaction between user and the
product based on user experience. Usability testing will be used in order to determine the effectiveness
of the interaction design.

User Experience
User experience (UX) is a growing research field where UX often emphasized in any website and
application development. Many different definitions have been suggested for UX stressing different
aspects and factors. In 1990’s, Donald Norman was amongst the first authors to use the term UX in order
to describe all aspects of a person’s experience with a system [11]. According to [12], UX is the field
concerned with improving people’s interactions with technology. Whereas [13] agree that UX involves
emotions, psychological needs, values, well-being, and task load. Some authors define UX relates to
usability for example [14] described UX as a ‘‘counter-movement to usability thinking’’.

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In recent years, many research focus on UX design. Basically, UX design involved interaction design,
information architecture, visual design, usability, and human computer interaction [15]. The goal of UX
design is to improve customer satisfaction and loyalty through the utility, ease of use, and pleasure
provided in the interaction with a product [16]. UX design focuses on having a deep understanding of
users, what they want, what they need, and their feelings. [17] state that users only takes 50 milliseconds
(0.05 seconds) to form an opinion of the website or application. Then the user can determine whether
they like or not, whether they will stay or leave. Therefore, a good design is important where gives high
significant impact to the users. According to [18], users generally prefer designs that are fast and easy
to use. As human beings, different people have different preferences. If the users are unable to perceive
the interface design as easy to use, problems in UX may arise [19]. Finally, we can conclude that UX
concerns about user’s response, behavior, and expectations.

Quadro 13. Considerações sobre usabilidade em tecnologias móveis


Fonte: Ismail et al., 2016, pp. 47-48.

Tais modelos de usabilidade apresentam limitações na utilização de aplicações móveis.


Harrison, Flood & Duce (2013) apresentam os desafios de usabilidade que tais dispositivos
apresentam, a saber: o contexto móvel, a conectividade, o tamanho pequeno da tela do
dispositivo, diferentes resoluções de display e o método de entrada de dados.

Mobile Context: When using mobile applications the user is not tied to a single
location. They may also be interacting with nearby people, objects and environmental
elements which may distract their attention.
Connectivity: Connectivity is often slow and unreliable on mobile devices. This
will impact the performance of mobile applications that utilize these features.
Small Screen Size: In order to provide portability mobile devices contain very
limited screen size and so the amount of information that can be displayed is limited.
Different Display Resolution: The resolution of mobile devices is reduced from
that of desktop computers resulting in lower quality images.
Limited Processing Capability and Power: In order to provide portability,
mobile devices often contain less processing capability and power. This will limit the
type of applications that are suitable for mobile devices.
Data Entry Methods: The input methods available for mobile devices are
different from those for desktop computers and require a certain level of proficiency.
This problem increases the likelihood of erroneous input and decreases the rate of data
entry. (Harrison, Flood & Duce, 2013, p. 2).

Wesson et al., 2010 agrupa as questões de usabilidade dos dispositivos móveis em três
categorias: técnica, ambiental e social.

Technical - which refers to the battery life of the phone, network connectivity
and the limited screen size;
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Environmental - which refers to temperature, light conditions, noise, distraction,


mobility of the user, cognitive and psychological constraints for the user, competition
fo r attention from other tasks and the need to manipulate objects other than the
mobile device; …
Social - which refers to usability issues relating to privacy, acceptance,
adoption, comfort and personalization. (Wesson et al., 2010, p. 188).

Os autores também citam um estudo de 2009 (nota de rodapé, Nielsen Norman Group)
realizados nos Estados Unidos e no Reino Unido que, ao avaliar a usabilidade em sistemas
móveis, identificou dificuldades relacionadas a velocidade, tela e digitação.

Speed - the biggest factor contributing to users performing poorly.


Screen - the screen size is too small. There is only a limited amount of
information that can fit on the screen.
Typing – typing on mobile devices is hard. An example is logging in because
passwords and usernames often contain a combination of digits and letters as well as
special characters. (Wesson et al., 2010, p. 188).

A partir dos desafios encontrados para lidar com as questões de usabilidade dos
aplicativos móveis, Harrison et al. (2013) propõe o modelo PACMAD (People At the Centre of
Mobile Application Development) apresentado na Figura 32. Ele incorpora os atributos
constante na ISO e no modelo Nielsen anteriormente apresentados e incorpora o atributo de
carga cognitiva, considerada de fundamental importância na experiência de uso de aplicativos
móveis.

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Efficiency Effectiveness
Effectiveness
Satis faction Efficiency
Efficiency
Learnability
Memorability Satisfaction
Satisfaction
Errors
Learnability
Memorability
Errors

Figura 32. Comparação dos modelos de usabilidade


Fonte: Harrison et al. 2013

Em suma, o modelo PACMAD aponta três fatores que devem ser considerados quando
se concebe um aplicativo móvel com sucesso de uso: usuário, tarefa e contexto do uso. O
Quadro 14 explica o modelo.

User It is important to consider the end user of an application during the development
process. As mobile applications are usually designed to be small, the traditional input
methods, such as a keyboard and mouse, are no longer practical. It is therefore necessary for
application designers to look at alternative input methods. Some users may find it difficult to
use some of these methods due to physical limitations. …
Another factor that should be considered is the user’s previous experience. If a user
is an expert at the chosen task then they are likely to favour shortcut keys to accomplish this
task. On the other hand novice users may prefer an interface that is intuitive and easy to
navigate and which allows them to discover what they need. This trade-off must be
considered during the design of the application.

Task The word task refers here to the goal the user is trying to accomplish with the
mobile application. During the development of applications, additional features can be added
to an application in order to allow the user to accomplish more with the software. This extra
functionality comes at the expense of usability as these additional features increase the
complexity of the software and therefore the user’s original goal can become difficult to
accomplish.

Context of use The word context refers here to the environment in which the user
will use the application. We want to be able to view context separately from both the user
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and the task. Context not only refers to a physical location but also includes other features
such as the user’s interaction with other people or objects (e.g. a motor vehicle) and other
tasks the user may be trying to accomplish. … . As mobile applications can be used while
performing other tasks it is important to consider the impact of using the mobile application
in the appropriate context.

Quadro 14. Informações sobre o PACMAD


Fonte: (Harrison et al., 2013, pp. 3-4)

Também são identificadas sete propriedades que definem métricas para medir a
usabilidade de um aplicativo, a saber: eficácia, eficiência, satisfação, aprendizagem,
memorabilidade, erros e carga cognitiva. Os autores discutem como esses atributos
impactam o uso do aplicativo conforme apresentado no Quadro 15.

Effectiveness is the ability of a user to complete a task in a specified context. Typically


effectiveness is measured by evaluating whether or not participants can complete a set of specified
tasks.

Efficiency is the ability of the user to complete their task with speed and accuracy. This
attribute reflects the productivity of a user while using the application. Efficiency can be measured in
a number of ways, such as the time to complete a given task, or the number of keystrokes required to
complete a given task.

Satisfaction is the perceived level of comfort and pleasantness afforded to the user through
the use of the software. This is reflected in the attitudes of the user towards the software. This is
usually measured subjectively and varies between individual users. Questionnaires and other
qualitative techniques are typically used to measure a user’s attitudes towards a software application.

Learnability A recent survey of mobile application users found that users will spend on
average 5 minutes or less learning to use a mobile application. There are a large number of
applications available on mobile platforms and so if users are unable to use an application they may
simply select a different one. For this reason the PACMAD model includes the attribute Learnability
as suggested by Nielsen.

Learnability is the ease with which a user can gain proficiency with an application. It typically
reflects how long it takes a person to be able to use the application effectively. In order to measure
Learnability, researchers may look at the performance of participants during a series of tasks, and
measure how long it takes these participants to reach a pre-specified level of proficiency.

Memorability The survey also found that mobile applications are used on an infrequent basis
and that participants used almost 50% of the applications only once a month [9]. Thus there may be
a large period of inactivity between uses and so participants may not easily recall how to use the

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application. Consequently the PACMAD usability model includes the attribute of Memorability as
also suggested by Nielsen.

Memorability is the ability of a user to retain how to use an application effectively. Software
might not be used on a regular basis and sometimes may only be used sporadically. It is therefore
necessary for users to remember how to use the software without the need to relearn it after a period
of inactivity. Memorability can be measured by asking participants to perform a series of tasks
after having become proficient with the use of the software and then asking them to perform similar
tasks after a period of inactivity. A comparison can then be made between the two sets of results to
determine how memorable the application was.

Errors The PACMAD usability model extends the description of Errors, first proposed by
Nielsen, to include an evaluation of the errors that are made by participants while using mobile apps.
This allows developers to identify the most troublesome areas for users and to improve these areas in
subsequent iterations of development. This attribute is used to reflect how well the user can complete
the desired tasks without errors. Nielsen [4] states that users should make few errors during the use
of a system and that if they do make errors they should be able to easily recover from them. The error
rate of users may be used to infer the simplicity of a system. The PACMAD usability model considers
the nature of errors as well as the frequency with which they occur. By understanding the nature of
these errors it is possible to prevent these errors from occurring in future versions of the application.

Quadro 15. Propriedades do PACMAD


Fonte: (Harrison et al., 2013, p. 4)

Incluir a dimensão de carga cognitiva para avaliação da usabilidade de aplicativos


móveis é o grande diferencial do modelo. O contexto do usuário é prioritariamente móvel e sua
capacidade de se mover enquanto opera o aplicativo deve ser considerada.

Unlike traditional desktop applications, users of mobile applications may be


performing additional tasks, such as walking, while using the mobile device. For this
reason it is important to consider the impact that using the mobile device will have on
the performance of the user of these additional tasks. For example a user may wish to
send a text message while walking. In this case the user’s walking speed will be reduced
as they are concentrating on sending the message which is distracting them from
walking.
Cognitive load refers to the amount of cognitive processing required by the user
to use the application. In traditional usability studies a common assumption is that
the user is performing only a single task and can therefore concentrate completely on
that task. In a mobile context users will often be performing a second action in addition
to using the mobile application [8,10]. For example a user may be using a stereo while
simultaneously driving a car. In this scenario it is important that the cognitive load
required by the mobile application, in this case the stereo, does not adversely impact
the primary task. (Harrison et al., 2013, pp. 4-5).

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Os autores apresentam uma revisão bibliográfica extensa sobre cada um desses fatores
e atributos. Muito a propósito, aparece um exemplo relacionado à área de turismo.

For example a system designed by Kristoffersen and Bratteberg [28] to help


travellers get to and from an airport by train without the use of paper tickets was
deployed. This system used a credit card as a form of ticket for a journey to or from the
airport. During the field study a number of usability issues were experienced by
travellers. One user wanted to use a card to buy a ticket for himself and a companion;
the system did not include this functionality as the developers of the system had
assumed each user would have their own credit card and therefore designed the system
to issue each ticket on a different credit card.
The evaluation also revealed issues relating to how the developers had
implemented the different journey types, i.e. to and from the airport. When travelling to
the airport users are required to swipe their credit card at the beginning and end of
each journey, whereas when returning from the airport the user only needs to swipe
their card when leaving the airport. One user found this out after he had swiped his
card to terminate a journey from the airport, but was instead charged for a second ticket
to the airport. (Harrison et al., 2013, p. 9).

Os autores ressaltam que se depararam, durante a pesquisa, com novos métodos a serem
usados em aplicativos cujo desenvolvimento está em andamento. Por exemplo, envolvendo
spatial awareness e pressure based input (Harrison et al., 2013, p. 10). Isso implicaria a
atualização dos modelos de usabilidade de forma a considerar tais desenvolvimentos.
A partir de revisão bibliográfica sobre usabilidade em aplicativos móveis, Ismail et al.
(2016) identifica quatro questões principais naqueles relacionados ao turismo. Elas estão
descritas na Tabela 6.

Tabela 6. Top 5 Usability Issues in Tourism Mobile Apps

Type of Description
Usability
Issue
Accessibility It should be clear for users on how to obtain a general
overview topic in the apps and where to get the information.
Coverage It should be clear on what the text is supposed to cover, by
defining the borders of the topics.
Accuracy Description of the content is not complete and not
consistent.
Orientation Clues The navigation position is not recognizable within the app.
Conciseness Presences of long descriptions are ineffective and not
concise.

Fonte: Ismail et al. (2016)

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Os autores propõem, ainda, uma comparação entre os aplicativos da área do turismo


com outros na área de educação e saúde. São áreas com crescente desenvolvimento de
aplicativos. A comparação permite avançar no entendimento de fatores que afetam o uso de
aplicativos. Podem, por isso, inspirar o desenvolvimento de um aplicativo.

Figura 33. Usability issues in Education, Health and Tourism


Fonte: Ismail et al., 2016

Na área de turismo, foi identificado um texto específico que discute como interfaces de
adaptação (adaptive user interfaces – AUI) podem lidar com as questões de usabilidade de
aplicativos móveis baseados em mapa. Esclarecimentos foram sistematizados no Quadro 16.

An adaptive user interfaces (AUIs) can be defined as: “… a software artifact that improves
its ability to interact with a user by constructing a user model based on partial experience with that
user.”[6] The basic premise behind AUIs is that users are different and therefore have different needs
from an interactive system. The system should adapt to the user, rather than forcing the user to adapt
to the system. Each user’s characteristics and/or past behaviour are modelled in an attempt to adapt
to his/her needs and desires.

AUIs can be classified according the input variables which influence adaptation and the types
of adaptation effects. The following four variables commonly influence adaptation [4]:
 User: User-based adaptation is commonly employed in AUIs. AUIs can adapt to the
user’s preferences, knowledge and skills.
 Task: Adaptation according to the user’s current task can ensure that the adaptation
is relevant and helps users in their current activity.
 System: Adaptation can take place to adjust to differing device capabilities and
variables such as network connectivity (in the case of mobile devices).
 Context: Adaptation according to the user’s current context can play an important
role, particularly in mobile applications.

AUIs can adapt in many different ways in response to the above variables. Several AUIs have
been implemented which adapt the UI to suit the individual user [7], provide assistance with routine
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tasks [8], recommend and filter information based on user preferences and personalize the
presentation of information [9].

Quadro 16. Interfaces de adaptação e usabilidade


Fonte: (Wesson et al., 2010, p. 189)

As adaptações identificadas para aplicações móveis baseadas em mapa são de três tipos.

 Information: The information selected and the organization of the information


can be adapted.
 Visualization: The presentation of information can be adapted.
 User Interface: The user interface can be adapted in a variety of ways, including
adaptation of the UI controls and the interaction techniques. (Wesson et al., 2009, p.
189).

Os autores justificam a escolha por aplicativos tendo como base mapa por serem
amplamente usados e serem especialmente afetados pelo tamanho limitado de telas e interfaces
estáticas. Têm espaço para adaptações. São apresentados dois estudos de casos; no primeiro, o
sistema adaptativo é construído; o segundo parte de um sistema existente que incorpora AUI a
partir das exigências de adaptação levantadas por estudo.
Sobre o MediaMaps, os autores detalham ser um sistema MMV – mobile map-based
visualization que suporta as seguintes adaptações: de informação, de apresentação e de
interface.

The functional requirements for MediaMaps were determined by looking at existing


MMV systems and interviewing potential users. This process produced the following
functional requirements: Capturing and location-tagging of photos, videos and sound
recordings; organization of multimedia into collections, based on time and location;
lap-based visualization of media collections and individual items; list-based browsing
of media collections; searching of collections based on time and location; and saving
and loading of views. Figure 1 shows a screenshot of MediaMaps, showing several
media collections and items being visualized in a map-based view. (Wesson et al., 2010,
p. 190).

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Figura 34. Screenshot of MediaMaps showing different media collections


Fonte: Wesson et al., 2010

Sobre seu design, os autores explicam o uso de algoritmos no Quadro 17.

MediaMaps was designed to adapt to the users, their tasks and their context. In order to learn
user preferences, a logging mechanism was built into MediaMaps. User interaction is recorded, and
various algorithms are used to perform different types of adaptation. The different types of adaptation
supported in MediaMaps are briefly discussed below.

In formation adaptation is implemented in MediaMaps by sorting media items into media


collections based on time and location [18]. The Real-time Event Detection (RED) algorithm was
extended to include different media items. The sorting of media items into collections helps to
minimize the clutter problem that would otherwise result if a user’s entire media collection was
visualized in a single view. The grouping of media items is based on time and location. Previous user
behavior is used to model the user’s media capturing behavior. Media items captured at a similar time
and at a similar location are grouped together to form a collection.

Visualization adaptation is implemented in MediaMaps in terms of adapting the visualization


to the user’s previous behaviour. One the most significant problems of standard zooming and panning
techniques is that the user o ften needs to perform many operations to find information. To address
this problem, the visualizations in MediaMaps are adapted in terms of the zoom-level, latitude,
longitude, the time period and the current map style (road, satellite photograph or hybrid) [19]. An
example of visualization adaptation is shown in Figure 2. The same media collection is shown before
adaptation (left) and after adaptation (right). In this example, the zoom -level, map style and
location have been adapted based on previous user behaviour.

Quadro 17. Considerações sobre o algoritmo


Fonte: Wesson et al., 2010, p. 191

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Figura 35. Visualization adaptation in MediaMaps, before adaptation (left) and after adaptation (right)
Fonte: Wesson et al., 2010

A Figura 36 mostra a adaptação feita na forma de ordenação do MediaMaps de lista


com álbuns de mídia, lista de cidades e de visualizações salvas.

Figura 36. Example of interface adaptation in MediaMaps, showing the adaptive section at the top of the
list
Fonte: Wesson et al., 2010

O caso A-POInter se baseia em adaptações em um sistema já existente. O algoritmo


utilizado aqui é Base Adaptive Partitioning para adaptações dos parâmetros de busca, filtro de
resultados, reorganização do menu, zoom e seleção do estilo de mapa. Sobre o seu design e
funcionamento, apresenta-se algumas considerações e figuras explicativas.

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The design and implementation of the adaptive features in A-POInter were


separated into the same three types of adaptation, namely in formation, visualization
and interface adaptation. …
Upon load completion, a user is taken directly to his/her MRU map (Figure 4).
If no MRU map exists (e.g. the system is being used for the first time), then the Home
Screen will be displayed instead. In POInter tapping “View Map” from the Home
Screen would take the user to a screen for selecting a map, or to detect the starting map
using GPS. In A-POInter, tapping “View Map” from the Home Screen will immediately
visualise the MRU map. If no MRU map exists, tapping “View Map” will take the user
to the map selection screen. …
After a user initiates a search for a category of POIs in A-POInter, the system
automatically selects the MFU criteria (Figure 5). Figure 5 also shows the adaptation
of list reordering, using the Base Adaptive Partitioning algorithm. The two MFU
criteria are selected, but the MRU (3rd item) is not automatically selected. …
After calculating a set of search results, A-POInter will automatically set the
filter. … percentage to visualise the user’s preferred number of search results. After
calculating this filter level, the optimal zoom level is calculated and the map is zoomed
in or out accordingly (Figure 6). (Wesson et al., 2010, p. 194).

Figura 37. MRU map with main menu in A-POInter


Fonte: Wesson et al., 2010

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Figura 38. A-POInter automatically places MFU criteria at the top of the list
Fonte: Wesson et al., 2010

Figura 39. Search results displayed in A-POInter


Fonte: Wesson et al., 2010

A usabilidade do A-POInter foi testada com participantes realizando tarefas de


selecionar, navegar e manipular um mapa, de busca por pontos de interesse, de visualização e
filtro de resultados de busca, de interação com esses resultados e a tarefa de usar o GPS. O
principal resultado é de que as adaptações propostas AUI suportam muito bem, em termos de
visualização, informação e interface com usuário, aplicativos baseados em mapa.

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The results of the case studies also show that all three types of adaptation can
provide significant usability benefits for mobile applications. Information adaptation
can assist in sorting data into collections, displaying relevant data and remembering
search preferences. Visualization adaptation can assist in remembering preferred
visualization techniques, areas of interest and levels of detail. Interface adaptation can
assist in remembering preferred interaction techniques, reordering long lists and menu
items.
These adaptation techniques can be included in the design of a new mobile
application, such as MediaMaps, or incorporated into an existing mobile application,
such as A-POInter. (Wesson et al., 2010, p. 197).

Como orientações para trabalhos futuros, o destaque é para o uso de algoritmos já


existentes que podem ser trabalhados em cima das adaptações principais.

In formation, visualization and interface adaptation can also assist in providing


personalization and supporting flexibility. User modelling is needed, however, to store
user preferences and record user interaction. Existing algorithms can then be used to
perform the different types of adaptation. (Wesson et al., 2010, p. 197).

Depois de discutido as questões de usabilidade nos aplicativos móveis, os próximos


casos o fazem para os wearables.
O trabalho agora apresentado vai discutir questões de usabilidade em dispositivos
wearables de uso em atividades físicas a partir das resenhas online em sites especializados. Os
autores investigam o porquê de as taxas de descontinuidade de uso serem tão elevadas nesse
tipo de tecnologia. A ideia é identificar quais são as questões que influenciam a experiência
do usuário e a aceitação do produto. O Quadro 18 discute o método.

Although laboratory user research is valid and highly controlled, it is both expensive and time
consuming and does not always capture real world usability issues. In contrast, online product reviews
are convenient, numerous, and reflect users’ actual experiences with products. Online product reviews
afford users a platform where they can freely discuss (self-report) details of their product experiences.
However, since users self-report, reviews may be biased because many are only motivated to review
a product when they either have a particularly positive or negative reaction (Hedegaard & Simonsen,
2013). It is also difficult to determine which reviews are wholly truthful. Nevertheless, they can
provide an interesting and inexpensive alternative to controlled research and potentially raise usability
issues that might otherwise be undetected.

Online user reviews of eight wearable fitness devices were chosen for inclusion in this study.
Devices were selected based on three main criteria: (1) the device had wide range of functionalities,
(2) it had a large user-base determined by at least 50 user-generated reviews available on the internet,
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and (3) only recent fitness tracking devices were used in this study, due to the fact that fitness tracking
device technology develops rapidly; …

Two hundred online user reviews were obtained from the following websites and product
retailers: Best Buy, Google Reviews, Sports Authority, REI, Microsoft, Target, and Dick’s Sporting
Goods. These websites were chosen because they were consistent in their review style in that all
reviews were based on a 5 star rating system and all reviews included a “would you recommend this
to a friend” question. In addition to the consistency of the reviews across websites, we only included
reviews that were made by verified purchasers, to ensure authenticity. Furthermore, we only included
reviews from January 1, 2015 through December 22, 2015 to help account for any firmware updates,
of the devices, that may have occurred between reviews. Twenty-five reviews that met the
aforementioned criteria across websites were randomly selected for each of the 8 devices for a total
of 200 reviews.

Quadro 18. O método de análise por revisão de resenhas online


Fonte: Michaelis et al., 2016, p. 1074

Os dispositivos wearables estudados são Fitbit Zip, Fitbit Flex, Fitbit Charge HR, Fitbit
Surge, Microsoft Band, Basis Peak, Jawbone Up 3, Garmin Vivosmart HR.
Os resultados são apresentados na Tabela 7.

Tabela 7. Resultados resenhas online divididos em positivos e negativos

Ranked percentage of positive themes prevalence Ranked percentage of negative themes prevalence
by device by device
1 Data is Accurate 1 Poor Battery Life
2 Tracks Heartrate 2 Syncing Issues
3 Tracks Steps 3 Data is Unreliable
4 Makes me 4 Uncomfortable to Wear
Accountable 5 Damages Easily
5 Track Sleep 6 Heartrate Inaccurate
6 Comfortable to Wear 7 Not Waterproof
7 Easy to Use 8 Step Tracking Inaccurate
8 Smart Notifications 9 Not Much Functionality
9 High Battery Life 10 Instructions Unclear
10 Tracks Distance 11 Device Falls Off Easily
11 Aesthetically Pleasing 12 Poorly designed charger
12 Tracks Calories
13 Display Easy to Read
15 Promotes Competence

Fonte: Michaelis et al., 2016

Os autores nomeiam os principais temas que afetam a experiência do usuário:


usabilidade, confiança tecnológica, motivação e incluem wearability. Este último se refere a
fatores como o produto ser facilmente danificado ou desconfortável. Estas seriam as áreas que

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merecem atenção quando do desenvolvimento de produtos wearables. Suas principais


considerações sobre o tema são reproduzidas no Quadro 19.

First, usability or the efficacy, efficiency, and satisfaction of the user to complete a specific
set of tasks with the device negatively impacts users acceptance and effectiveness using the
technology (Nielsen, 2012). Products with poor usability may also suffer losses in reputation and
brand loyalty from consumers (Jokela et al., 2003) that cause further disuse and fewer returning users
even after product flaws have been fixed. This is especially important for fit- ness tracker devices.
For a fitness-tracking device, poor usability may have several consequences. For instance, users may
not purchase a device, be successful in using the device to support their fitness goals, or be productive
in completing their goals. The second higher order theme, trust with technology, is an important issue
regarding the acceptance and use of fitness devices. In order to motivate individuals to use the
technology over time to make improvements toward their goals, the user needs to have the sense that
the technology is presenting accurate and reliable data. This concept is referred to as technological
trust. … . Fitness technology has the ability to make subtle biological data, that users can not normally
track, visible and salient to the user. The current state of this information at any given time is uncertain
and the user must rely on the technology to perform these calculations and display them to the user
while making predictions regarding their future behavior. If the data is not accurate or if users perceive
that this data may not be accurate they will be unable to achieve their fitness goals.
(…)

Wearability was another general theme discovered in the data. “Wearability” is a word coined
by Gemperle et al. (1998) to describe how products fit the human body. A more recent definition is
that wearability is the interaction between the shape of the wearable device and the user’s body
(Dunne & Smyth, 2007). Overall, issues such as discomfort, shape, and durability can affect how
wearable products are accepted and used. Products that are highly wearable are those that become a
natural extension of the user’s body and do not actively dis- tract from the user’s task. While a device
may be noticeable upon first wearing it the user should habituate to its presence and issues such as
pressure, thermal pain, or even an awkward shape will increase a user’s workload by drawing
attention to the device (Gemperle et al., 1998).

The user issues identified in the current study are not new. Fausset et al., (2013) also found
that wearability issues such as certain devices were easy to lose was a critical issue in wearability and
Meyer et al. (2015) identified that user perceptions of device reliability may be a critical contributor
to use. However, the current study found that these user experience themes can be easily collected
through an overabundant source of cheaply collectable data provided by consumers.

Quadro 19. Usabilidade, confiança tecnológica, motivação e incluem wearability


Fonte: Michaelis et al., 2016, p. 1076

As lições aprendidas a partir do uso de wearable em atividades físicas são


particularmente relevantes ao se considerar que, sendo o uso mais disseminado e simples de um
vestível (os podômetros e sensores peitorais são exemplos), é também o que apresenta maior
descontinuidade. A contribuição de Rupp, Michaelis, McConnell, & Smither (2016) é discutir
quais as questões de usabilidade que devem ser consideradas com o intuito de garantir a
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continuidade do uso do wearable e complementa a reflexão proporcionada pelo caso anterior.


Eles apresentam os fatores que levam ao uso e ao desuso destes dispositivos relacionados à
confiança (o poder contar com o dispositivo) e automotivação do usuário.

Technology trust or distrust is developed through direct experience and use and is
influenced by the design of the technology (Hoff & Bashir, 2014). Specific design
considerations for wearable fitness devices include the degree that a device safeguards
privacy and health data (Ziefle, Röcker, & Holzinger, 2011), how valid or accurate the
system is (Merritt, 2011; Meyers et al., 2015) as well as how consistent or reliable it is
(Madsen & Gregor, 2000; Merritt, 2011). Other design considerations include the
extent that a system has the functionality or features users need to accomplish their
goals (McKnight, Carter, Thatcher, & Clay, 2011) and the extent to which the system is
transparent to the user – how well the system’s purpose, processes, and performance
are displayed to a user. (Chen et al., 2014; Lee & See, 2004). (Rupp et al., 2016, p.
1435).

Para avaliar fatores de usabilidade relacionados aos dispositivos fitness, os autores


fizeram uma pesquisa em que os participantes, de diferentes faixas etárias, respondiam a
questões sobre motivação e confiança depois de executarem tarefas pré-determinadas em um
dos seguintes dispositivos: Fitbit Surge, Fitbit Charge HR, Fitbit Flex, Fitbit Zip, Microsoft
Band, or Basis Peak.

Participants completed the 12-item trust in automation scale (Jian, Bisantz, & Drury,
2000), which assesses the extent an individual places trust in automated systems based
on past experiences with technology (e.g. I feel automation is deceptive). Each item was
rated on a 7-point Likert type scale between 1 (Not at All) to 7 (Extremely). Continued
use questions were taken from the technology acceptance model. For example: “If I had
access to the device I would use it” (Vankatesh & Davis, 2000). Additionally, we
developed many questions that related to individuals’ motivation to use wearable fitness
technology (Wearable Technology Motivation scale) and their trust in wearable fitness
technology (Wearable Technology Trust scale). The Wearable Technology Trust scale
included five subscales based on previous research: (1) privacy: security of personal
data, (2) validity: information displayed is correct, (3) reliability: the device is
consistent over time, (4) system capability: the device has relevant features, and (5)
system transparency: it is easy to determine the devices limitations and understand the
methods it used to calculate information. All questions on the Wearable Technology
Motivation scale began with “using this device…” and included questions for each of
the three components of SD-Theory (autonomy, competence, and relatedness) and
included questions such as “…I can choose a large variety of exercises”, “…I can
receive suggestions tailored to my skill level”, and “…will allow me to share my
physical activity milestones with others”. (Rupp et al., 2016, p. 1435).

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Os resultados mostraram que, depois de uma rápida interação com o dispositivo,


confiança e motivação influenciam o desejo do participante em continuar aquele uso. A
confiança na tecnologia envolve os elementos reliability, validity e system capability; a
motivação trata da relação entre autonomia e competência – “by incorporating product features
that increase autonomy, competence, and relatedness, people were more likely to use the
technology and also found it to have more utility” (Rupp et al., 2016, p. 1437). Os autores
também indicam a necessidade do dispositivo ser percebido como útil, que seu uso será fácil e
não frustrante – “to be successful utilizing these features the device must be usable” (Rupp et
al., 2016, p. 1437).
A recomendação para designers de wearables é, então, que levem em consideração o
quão capaz, válido e confiável o dispositivo é, além de como protege as informações dos
usuários. São os fatores que mais determinariam o uso ou desuso desta tecnologia. A forma
como o dispositivo apresenta informações, sua transparência, também é um destaque em termos
de usabilidade.

Further, we recommend that developers ensure that these devices present information
transparently to the user. Being transparent means providing information in a format
that is easy for the user to interpret without a significant increase in cognitive workload.
One specific way to do this is through the use of ecological interface design (EID)
principles. The EID methodology seeks to integrate information through the use of well-
designed iconography and visualizations that support the user’s perception of available
affordances in the system (Vicente & Rasmussen, 1990). Recently, this methodology has
been successfully applied to improve users’ trust of complex automation by making the
system feedback more transparent (see Selkowitz, Larios, Lakhmani, & Chen, 2016 for
a review). (Rupp et al., 2016, p. 1437).

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4 Uso de Tecnologias Inteligentes no Turismo

Depois de apresentados os desenvolvimentos tecnológicos relacionados aos wearables


e discutidas as questões de usabilidade a serem consideradas em relação a esses dispositivos,
este item articula os casos encontrados sob a categoria de análise dedicada ao turismo.
Roland Atembe (2015) sintetiza o impacto destas tecnologias no turista – “[elas
proporcionam] the shift from tourists to explorers, an explosion of first person visual travel
narratives, and more social travel supported by real-time connectivity” (Roland Atembe, 2015,
p. 225). A Figura 40 sintetiza o uso dessas tecnologias nas diferentes etapas da experiência
turística.

Figura 40. Conceptualizing the use of wearable devices in tourism. Source: Adapted and modified from
Tussyadiah (2014a).
Fonte: Ronald Atembe, 2015, p226.

A Tabela 8, por sua vez, apresenta as aplicações potenciais dos dispositivos no contexto
do turismo; a última coluna mostra onde tal aplicação já foi experimentada, mas não
necessariamente ainda está em uso.

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Tabela 8. Matrix of Possible Applications of Wearable Devices in Tourism

Type of Possible application in tourism Tourism segment


wearable trialed
Devices
Smart watch Efficient messaging: rich notification such as Destinations
status
updates, comments, photo tags, check-ins, and
data
Tracking of guests’ sleeping patterns: clients wear Accommodation:
Bracelets/watc a watch while sleeping as it can track their Western Hotels
hes sleeping patterns
and wake them through gentle vibrations
Accommodation:
Wrist band Wrist band swipe hotel room keys Disney Resorts
Cruise lines:
Caribbean Cruise
Lines
Tourists use museum smart glass prototype to see Museums:
Smart glasses cultural artifacts at the museum and also activate Royal Ontario
digital contents such as video, games, photos, etc. Museum’s Ming
on the glass display Tomb
screen by simply looking at the collection item
Look through lens: arts gallery and museum Theme parks, zoos,
Smart glasses visitors are and aquariums
able to easily switch between real objects and
augmented reality
Travelers with android devices can integrate travel
management itinerary app, which allows the Airports and travel
Smart watches traveler to click on notification on the watch. agencies: Sabre
Tourists can also receive real-time flight alerts,
gate changes, and other information on their wrists
through an app called
TripCase

Fonte: adaptado de Ronald Atembe, 2015, p. 228

Sendo a indústria do turismo baseada em serviços, é constante a busca por atender o


usuário com soluções mais inteligentes e que acompanhe tendências do mercado. Por isso,
incluir na experiência do turista o uso do wearable é uma evolução natural. O Quadro 20
sintetiza casos em que os óculos inteligente é aplicado ao turismo (Ronald Atembe, 2015).

Use case: Air travel. The nature of air travel industry is associated with a high level of processes
between passengers and the airlines (Egger, 2012). In order to cope with these challenges, the airlines
companies are required to adopt alternative approaches to manage the traffic flow of their customers.
Several use cases of Google Glass in the aviation sector have been noticed within its explorer
programme. The Virgin Atlantic Airlines staff at Heathrow Airport, London, has used the Google Glass
to provide the best services to their customers in early 2014. The glass enables Virgin Atlantic Airlines

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to offer timely information regarding local weather and language translations to their customers
(Suleman, 2014; Clark, 2014).

Similarly, Copenhagen Airport has also adopted the use of Google Glass for its operations. The
wearable device helps passengers’ questions relating to their airport journey, reducing passenger queue
up at the customer service desk. Indeed, the smart glass also enables the reporting of common use of the
airport facilities. For instance, the glass is used to document the state of the departure gate area via
photos and videos after the use of every airline’s staff. Thus, it facilitates accountability of untidy work
stations at the airport (Ghee, 2015). Furthermore, the Copenhagen Airport’s staffs report that the use of
Google Glass enables them to reduce paper work, thus increasing efficiency in language translations. It
also provides availing information such as gates, baggage, and flight to customers. The use of Google
Glass at airports eases the stress of travelers and provides information about flight running late, traffic
delays on the way to the airport, location of luggage, and check-in gates (Travel Mail Reporter, 2014).

Another use case of Google Glass within the aviation sector can be exemplified in Spring
Airlines, a Chinese-based low-cost carrier (Spring Airlines), which is the first to use glass on board to
improve customer services. The airlines’ flights attendants are empowered with Google Glass to help
them identify specific passengers who had placed orders for food and beverages. Furthermore, the
Edinburgh Airport is reported to be the second UK airport to embrace wearable technology. The glass
facilitates and provides passengers with real-time flight information, helps translate foreign language
documents, and facilitates responses to general questions about the airport (Future Travel Experience,
2014). Several great benefits offered by Google Glass have been identified by the airlines and airports
and there is more potential usage in other areas such as operations, customer services, security, and
immigration in the air transport industry (Ghee, 2015).

Use case: Lodging services. The hospitality industry is another sector adopting and making use
of the Google Glass. The Starwood Hotels’ pilot programme that was initially introduced to allow guests
to swap physical keys for virtual keys facilitating guests to use their smartphones has been flash forward.
Starwood Hotels has implemented the Starwood Preferred Guest (SPG) app for Google Glass (Nelson,
2014). Starwood Hotels’ SPG app empowers guests to get directions to the hotel and explore and share
the image of the hotel with friends. In addition, guests are able to access their room reservations, star
point balances, and upcoming events (Moscaritolo, 2014).

Other examples of use case of Google Glass in the hospitality industry can be seen in ACME
Hotel. Travelers who are curious about Google Glass have the possibility to experience it at the hotel.
The guests are given the opportunity to rent Google Glass complementarily for duration of three hours
to explore their surroundings (Coyle, 2014).

Use case: Consumers’ travel guide. As with other portable devices, Google Glass can elucidate
tourist experiences. It enables tourists to multi task through the provision, and alleviates limitation of
access to experiences. While exploring destination tourists can respond to messages, get local travel
maps and other required information while driving. In fact, as Fowler (2015) noted, personal
technologies are intermediaries between the users and artefacts. Technologies appear in humans and the
world and it changes human experiences (Ihde, 1990). Based on the multiplicity of apps and features
in Google Glass that allows the possibility for tourists to experience technology without its
interference in their beloved activities (Jordan, 2013), it is reasonable enough to consider that the
glass can be used for tourism experiences. These include cognitive activities such exploring
environments, retrieving information, taking pictures and videos, and sharing their overall experiences
at a destination. Ultimately, Google Glass serves as a travel guide for tourists. The interactive and
context-oriented travel guides tell users what they need to know about the area around them (Humma,
2013). The guide can be used completely offline with the help of GPS which triggers audio clips to play
automatically as the tourists get closer to the various points of interest in the destination.
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Quadro 20. Uso do Google Glass na indústria do turismo


Fonte: Roland Atembe, 2015, pp. 229-230

O impacto dos wearables na experiência do turista vai desde soluções mais inteligentes em
atividades como registrar a entrada em um hotel, uma chave de acesso ao quarto por comando de
voz e a forma com que os programas de lealdade trabalham, àquelas relacionadas ao local visitado,
como uso das tecnologias para guias de museu e galerias de arte (Roland Atembe, 2015). Os
aplicativos desenvolvidos para prática de esqui e snowboard, atividade turística habitual em várias
partes do mundo e que envolvem um público mais sofisticado, são outro potencial para os
wearables aplicados ao turismo (Fedosov et al., 2017).
Existem uma infinidade de aplicativos para dispositivos móveis relacionados à atividade
de esquiar e ao snowboard (algo como surfar na neve) que fornecem informações geográficas
aos usuários. Entretanto, eles não permitem o compartilhamento de informações entre os
participantes, essencial principalmente nestas atividades, que geralmente são realizadas em
grupos; também não há informações personalizadas sobre possíveis pontos de interesse ou
perigos na pista. Os autores então desenvolvem um sistema baseado em realidade aumentada
para vestível, o SkiAR, que fornece conteúdo geográfico e uma forma inédita de
compartilhamento de informação além de lidar com as dificuldades de uso devido a condições
climáticas adversas e ao fato de o usuário estar com luvas.

With the advent of portable GPS tracking devices and wearable sensors, it became
possible to record one’s own performance data on the slope and share it with others –
to enrich an evening conversation or spice up a friendly competition while on the slope.
Such captured data can also help with the many decisions a group of skiers or
snowboarders faces throughout a day: which piste to take next, what area to avoid when
going off-piste, or how to catch up with friends for lunch or après-ski. (Fedosov et al.,
2017, p. 1).

O protótipo do sistema proposto envolve dois vestíveis, um usado na cabeça (HMD) e


outro no punho (relógio). Um algoritmo é desenvolvido para que pontos de interesse virem
coordenadas de um mapa. A Figura 41 ilustra o sistema, a Figura 42 mostra a propriedade de
realidade aumentada e a Figura 43 aponta o tratamento dado ao mapa.

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Our prototype consists of an AR application running on a smartphone worn using a


head-mounted display (HMD) holder, a wrist-worn input device (smartwatch) to control
presentation and sharing, and a server that provides content synchronization between
multiple devices (see Figure 1). The prototype uses a custom designed algorithm that
maps location-tagged personal content (in the form of pictures, tracks, points of interest,
hazards) onto corresponding coordinates of a traditional panoramic map of a ski resort
(see Figure 4). To the best of our knowledge there is no similar system in the context of
outdoor mountain sports. (Fedosov et al., 2017, p. 1).

Figura 44. SkiAR system overview. Generic HMD and watch images CC BY 3.0 Boudewijn Mijnlieff and
Sherrinford from Noun Project
Fonte: Fedosov et al., 2017

Figura 45. AR content delivered to HMD with a close-up view (right)


Fonte: Fedosov et al., 2017

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Figure 46: Example of triangulation of points in the topological map (left) and panoramic map (right)
Fonte: Fedosov et al., 2017

Several companies recently announced wearable devices to enhance the skiing and
snowboarding experience. To mention a few: Forcite Alpine (www.forcite.com.au)
attempts to redesign the ski helmet by embedding a radio transceiver and a high-
definition camera into it. RideOn (www.rideonvision.com) eventually plans to
incorporate a see-through AR display into ski goggles to support navigation and to
facilitate play-on-piste. As of August 2016, however, no actual product has been
launched. The Recon Instruments (www.reconinstruments.com) Snow2 MOD live
remote is aimed at solving the interaction problem with personal devices hidden in
jacket pockets by placing a glove-compatible controller on a wrist above a ski jacket,
featuring a remote controller that has 6 stand-out buttons that can be easily pressed
through a ski glove. These commercial products, prototypes, and visions help illustrate
the overall potential of our system. (Fedosov et al., 2017, p. 2).

Uma das características do vestível é o fato de ele ser uma extensão do corpo e as
questões de ergonomia deveriam incluir essa integração como algo suave e discreta. Mais uma
vez, o sistema proposto de uso envolve mais de um dispositivo, até mesmo um telefone
inteligente acoplado ao vestível da cabeça. Isso pode ser apropriado para seu uso por
esquiadores, mas dificulta o seu mercado.

Ski goggles, a helmet, and gloves are typical attributes of any skiwear. … We thus opted
for a wrist-worn controller in our setup in order to eliminate the trouble of having to
take a phone out of a pocket. [grifo nosso] Our SkiAR prototype approximates future
technologies (as head- mounted optical see-through displays for active sports and
“gloves-friendly” input interfaces) with the help of a conventional smartphone that is
mounted in a head-worn phone holder and a smartwatch for control [grifo nosso].
Note that skiers and snowboarders often wear non-transparent, reflective goggles that
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prevent direct eye contact during social encounters and, due to the peculiarities of the
design, usually limit their peripheral perception. Therefore, our prototypical setup
approximates a realistic deployment quite well, which allows us to evaluate the
perceived usefulness of presenting map augmentations and to examine how interaction
and collaboration can be facilitated in decision-making scenario in front of a shared
physical map. While existing in-goggle displays (e.g., Recon Snow2) simply offer an
extra screen that can be used for notification purposes, our video see- through interface
not only offers a more immersive experience, but also resembles more closely
envisioned AR products [grifo nosso] such as the RideOn goggles with its optical see-
through setup. We particularly have chosen video see- through AR platform for our first
prototype, … also due to the brighter display capabilities, which is critical for outdoors
usage. (Fedosov et al., 2017, pp. 2-3).

Sobre o imperativo de compartilhar informações por questões de segurança mas também


uma necessidade social.

The sharing of personal and contextual information among members of a winter sports
group is not only crucial for safety, but also often one of the key ingredients to a positive
skiing experience [7]. [as principais informações] shared within a group were reference
information necessary for descent, up- to-date location of skier in a group and captured
photos and videos. Consequently, our first prototype supports sharing four types of
GPS-enriched content: pictures, tracks, points of interests (POIs), and hazards.
(Fedosov et al., 2017, p. 3).

A Figura 47 mostra o usuário com o sistema proposto em um laboratório e a Figura 48


mostra o usuário já praticando a atividade de esporte.

Figura 48. The laboratory setup of the SkiAR system


Fonte: Fedosov et al., 2017

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Figura 49. The field experiment setup


Fonte: Fedosov et al., 2017

Sobre o compartilhamento de informações, há dificuldades. Apenas um usuário pode


fazê-lo, os outros apenas recebem a informação. Todos devem estar conectados à internet.

The SkiAR system enables skiers and snowboarders to add and review personalized
content in the form of pictures taken previously, tracks run, hazards and POIs
encountered, as well as to share these details among group members using a familiar
resort map. The system supports two modes: personal and sharing. In personal mode,
a user can review personal information. This information is only visible within the user’s
AR goggles. The sharing mode supports sharing such information within a group. In the
current prototype, groups need to be setup ahead of time [grifo nosso] (i.e., before
starting to ski) as this still requires a number of manual setup steps, such as establishing
a shared data storage for the group (e.g., on a WebDav share). Also, the prototype does
not yet support concurrent information sharing [grifo nosso] – at any point, only one
user can be the “host” of a sharing session, while all other group members are simply
“followers” (see Figure 1). We acknowledge that in a real decision-making scenario,
roles in a group may change frequently, depending on the situation at hand. Therefore,
in our system any group member can request and subsequently take over the host role
and start sharing their content with others. Future prototypes will investigate both ad-
hoc group forming as well as concurrent content sharing. (Fedosov et al., 2017, p. 3).

Sobre o aplicativo e sua interface de entrada e saída. O grifo orienta a leitura.

The SkiAR app uses printed maps of a ski resort as a tracking reference [grifo nosso]
to overlay user’s virtual content on top of it. We use the Metaio SDK for iOS
(www.metaio.com) to support markerless tracking on the resort maps. To allow for the

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use of a commodity smartphone in an HMD-mount (e.g., such as Dive 5, see


www.durovis.com), SkiAR renders two screens next to each other [grifo nosso] … .
The iPhone 6 that we use in our prototype provides a resolution of 750x667 pixels per
eye at a refresh rate of 60 fps. The horizontal field of view (FOV) of our assembled setup
… 60 degrees for the phone itself and 90 degrees for the HMD headset that we used
[grifo nosso]. The actual frame rate and screen resolution are controlled by the Metaio
SDK. … The SkiAR app positions photos, tracks, hazards, and POIs at their
corresponding physical locations on the ski map [grifo nosso]. Photos and tracks are
imported directly from a user’s smartphone (e.g., photo gallery, workout tracking app).
The placement of these items is based on their embedded latitude and longitude
information (e.g., EXIF information for pictures or GPS waypoints for tracks). (Fedosov
et al., 2017, p. 4).

Sobre a interação do usuário com o sistema para compartilhamento de informações. O


grifo orienta a leitura.

Our SkiAR prototype uses a smartwatch as the input device. The watch is wirelessly
connected to a smartphone in host mode and runs a companion app. [grifo nosso] ….
The user can control information presentation using left and right swiping gestures. …
However, users can filter and display only one category of objects at a time (e.g., only
“Hazards”, or only “Photos”) by using a left swipe gesture. Photos are presented in a
thumbnail view or in larger scale upon a user’s request (a tap on the watch).
Additionally, … it is possible to add new objects to the system using the watch interface
(e.g., when encountering hazards such as tree wells, avalanches, cliffs, uncovered rocks,
or crevices). In this mode, the system reads the current GPS position of a skier and
registers a new hazard at this position [grifo nosso]. Finally, the host of a session can
share any content category with other skiers in the group by applying a touch gesture
while in the corresponding category and pressing “Share” … . The SkiAR system will
then update the corresponding information for all followers automatically. The
currently selected object – a POI, an image, a track, or a hazard – will be highlighted
in red and will become visible for all users. (Fedosov et al., 2017, p. 4).

Os autores desenvolvem um algoritmo para a visualização no mapa do conteúdo


indicado pelo usuário (conforme Figura 4).

In order to visualize personalized content on a panoramic resort map at the


appropriate location, we designed a conversion algorithm for our system. The goal of
our algorithm is to estimate the position of a point on a panoramic map given its GPS-
coordinates. For efficiency reasons, we divide our algorithm into two phases. The first
phase (preprocessing) consists of manually identifying correspondence points in the two
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maps and constructing the necessary data structures. Showing the topographical map
(e.g., Google Maps) and the panoramic map side by side, we mark easily identifiable
points such as the beginning and end of slopes/ lifts, the location of restaurants, etc., in
both maps (see the white pins in Figure 4). The more such corresponding points one
identifies, the better the fit will be. In our experiments, about 20 points were usually
sufficient to achieve a good fit.
The second phase is the actual computation of the position of a given point in the
panoramic map. For this, the algorithm uses the Delaunay triangulation [4] on the
points in the topographical map and carries the connectivity of this triangulation over
to the panoramic map. In this way if three points are connected in the topographic map,
the corresponding three points will be also connected in the panoramic map (Figure 4).
Once this connectivity has been computed, we can directly translate between GPS
coordinates and “map coordinates”, e.g., locating an arbitrary POI (see the red pin on
Figure 4) and subsequently drawing a GPS trace onto the resort map (see yellow tracks
on Figure 2). (Fedosov et al., 2017, p. 4).

Os resultados encontrados pela pesquisa permitem entender a interação do usuário com


o aplicativo no vestível. Tem-se uma ampla ideia do potencial da tecnologia, bem como suas
limitações. Foram usados participantes no laboratório e depois a campo. O grifo orienta a leitura
dos principais pontos; optou-se por manter os comentários dos usuários.

Participants from both studies regarded the SkiAR system as generally useful to have during
skiing or snowboarding … . “It is a nice idea to have finally some interactive maps where I can
retrieve useful information or see where others and myself have been skiing.”

… participants of the lab study especially appreciated the convenience that the system
provides when watching the overlaid information through the goggles and operating it through
a wrist-mounted controller [grifo nosso]. “Interaction with the watch is the way to go [on the piste]”
(P5, similarly P6, P11, P12). However, in outdoor settings, interaction convenience was seen more
critical: “There might be something that you want to input to the system while on the slope, you don't
want to stop - but that would be more infrequent. But for more frequent sharing situations when you
stop, wrist-based or head-mounted [interactions] are fine” (P17).

In the post-study questionnaire, participants indicated that hazards were the most useful
content that influenced decision making, followed by tracks and points of interest [grifo nosso].
“Hazards is crucial for off-piste safety” (P9, also P12, P14, P15, P17-19) Pictures were regarded the
least useful. Participants also indicated that they are willing to share hazards and POIs publicly.
“Adding hazard is useful for other skiers” (P8, also P5) Sharing of tracks and pictures taken are
usually limited within a group. “It is useful to share pictures, say, in the group of 10, no need to
approach everyone individually and need to remember where this one was taken” (P3 also P17).

During a semi-structured discussion session at the end of each session, participants provided
also insights about scenarios where the SkiAR system could be used. As anticipated, participants
valued the system’s ability to support decision making [grifo nosso] while on the slope: “I usually
get confused with the slopes you already took and the ones you haven’t, with the prototype you
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immediately see where we have been.” (P21, also P7, P15, P26). Decision-making is aided through
quick review and share [grifo nosso] actions of personal content with group members. SkiAR
alleviates the burden of reaching out into a pocket for a smartphone to show some additional
information to another member of a group. “It is easy to share with the group, also quite quick. I
don’t need to pull out my phone” (P3, also P4). Furthermore, the app appealed to skiers and
snowboarders when getting lost or split from a group to coordinate with others [grifo nosso]:
“Useful to share with a group. When I’m lost I can send my position that we can meet at some
restaurant. Great way to catch up with others” (P9 also P24). Additionally, users saw value in
reflecting on personal and group activity [grifo nosso] through the app after a ski day. “I see
reviewing my content with friends at home or in a hotel using the app” (P14). Few participants
mentioned that the SkiAR app enables storytelling [grifo nosso]: “Pictures and videos better
communicate a skiing experience, tell a story” (P14 similarly P21). Furthermore, participants said
that the app can provide better awareness [grifo nosso] about the variety of places available around
a resort (e.g., where to meet for a lunch), or for pointing out dangerous spots on the slope. “I think it
is really nice to have an overview while skiing, especially in bigger ski resorts” (P24 also P11, P17).
Finally, users mentioned that the app can facilitate content mediated interaction [grifo nosso] with
other skiers, without having to use verbal channels. “App is great for reducing shouting on the slope.
If I got lost, I’d like to use this [app] to know where my peers went, so I do not need to worry [about]
taking wrong turn ... just because of sharing content with a group puts everyone on the same page.”
(P3). One participant mentioned that the SkiAR could provide connectedness [grifo nosso] to the
group members through shared content “if it is like 20 people going, it could create this feeling of
connectedness with the whole group using this prototype” (P17). Participants mentioned daily
journaling [grifo nosso] through sharing with remote friends as a useful application, which can serve
not only as a storage of content (e.g. photo album) but also facilitate ideation [grifo nosso]. “I think
it is useful when you can store [content]. Then you could see where you had been last year, ...you can
also give some recommendations and exchange ideas with friends” (P25, also P18, P26).

One participant expressed a wish to consult a virtual map [grifo nosso] upon request:
“Would be great to pull the map virtually whenever you are on the slope and check it. I don’t like to
get foldable map from the pocket.” (P14 also P22). Ultimately, being able to support hand gestures
in mid-air [grifo nosso] was mentioned a few times in our interviews. One user mentioned finger
detection, while selecting a point on the map, another was referring to pinching in/out to zoom for
particular place on a map using both hands to get additional information about region of interest. Both
ideas are similar to MIT’s SixthSense system [15].

Quadro X. Interação do usuário com o wearable


Fonte: Fedosov et al., 2017, pp. 6-8

O principal benefício do sistema proposto, conforme percepção dos usuários, é poder


praticar uma atividade que precisa ter acesso a informações sem ter que usar as mãos para
segurar um telefone ou um mapa. Eles ressaltam poder operar o vestível no punho sem a
necessidade de contato visual. Isso vai ao encontro da discussão feita sobre os dispositivos e
mostra o potencial de desenvolvimentos envolvendo a tecnologia. Deve-se explorar a principal

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característica do wearable em termos de ergonomia – a exigência de menor interação com o


usuário quando comparado com outras tecnologias inteligentes. (Fedosov et al., 2017).
Este Estado da Arte vem mostrando que, apesar do crescente uso dos wearables em
geral, muitos desenvolvimentos são ainda necessários, em termos de ergonomia e usabilidade,
para que tenham maior adoção do mercado turístico. Trata-se de um mercado com grande
potencial, mas ainda incipiente no que diz respeito às tecnologias vestíveis. O trabalho de Ortiz
Rincon et al. (2017) fornece importante insumo para se pensar nos desdobramentos futuros a
partir da elaboração de histórias com diferentes experiências dos turistas ao usar
wearables.
Os autores se utilizaram da metodologia de construção de cenários para fornecer
possíveis perspectivas da aplicação de vestíveis no turismo. Detalha-se a metodologia por
acreditar que os resultados são cruciais para o levantamento de práticas de ergonomia
relacionadas a estas tecnologias. Os autores ressaltam a importância da técnica adotada para
estudos no campo industrial.

Scenario techniques are widely employed in the tourism sphere, especially when assessing
how unforeseen events such as crisis and natural disasters might impact a tourist destination (Song &
Li, 2008). The studies conducted by Page et al. (2010) and Malek and Boerboom (2015) represent an
example of conjuring up possible scenarios, to better predict and understand the future of a tourism
destination. Both studies, not only provide a suitable framework for the scenarios’ development in
the tourism field, but also highlight the importance of providing the reader with different and extreme
future perspectives.

The starting point of the scenario approach is the assessment of those factors that are part of
the base scenario, which are combined through creative processes in order to give birth to an array of
possible future scenarios (Fink & Schlake, 2000). Important for a first assessment of the approach is
the definition of a future horizon that should take into consideration how rapidly changes occur within
the selected sphere (Godet, 2006). For this study, a future horizon of five years was adopted based on
the position of wearable devices on the 2015 Gartner Hype Cycle for Emerging Technologies (Riviera
& Van der Meulen, 2015), which estimates that wearables will reach the plateau of productivity in 5
to 10 years.

Structural analysis is one of the most widely used methods when conducting a future study
within the frame of the scenario approach. It allows to identify the key and most influential variables
and those factors that are critical for the future development of the overall systems (Godet & Meunier,
1999). As the literature suggests, these variables can be identified by resorting to a team process that
stimulates creative thinking, open exchange of ideas (Fink & Schlake, 2000) and contribute in
reducing the degree of subjectivity (De Jouvenel, 2000). The focus group practice is considered to be
one of the most suitable methods for data collection, due to its ability to garner different opinions
from the participation of members with diverse values and beliefs (Van der Heijden, Bradfield, Burt,
Cairns, & Wright, 2002). Godet and Meunier (1999) highlight the importance of addressing
participants that have adequate knowledge of the issue. Therefore in the context of this study, two
focus groups were held and recorded on video in October 2015 in Salzburg, Austria. Each focus group
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lasted around two hours and saw the participation of ten gender-mixed technology savvy people.
Technology-savvy consumers could be considered as early adopters of technology. The questions
raised during both sessions were designed under the framework of the PESTEL Analysis, addressing
different aspects concerning the future of wearable devices in order to generate a comprehensive array
of factors to form the base scenario (Van der Heijden, et al., 2002).

93 factors were identified after coding the recorded discussions. Given that a number of
variables too vast could lead to building scenarios that are too complex and not precise (Fink &
Schlake, 2000), the identified factors were sorted and clustered through brainstorming techniques,
resulting in 21 different variables. These variables are all composed by factors representing different
shades of the same concept (Van der Heijden, et al., 2002). These were later rated pairwise on a scale
from 0 (absence) to 3 (strong influence), to produce an influential matrix that displays which factors
should be considered as key factors within the overall system, based on their degree of independency
and influence (Schüll & Schröter, 2013).

Quadro 21. Sobre metodologia de construção de cenários


Fonte: Ortiz Rincon et al., 2017, pp. 5-6

Quatro cenários foram elaborados a partir dos resultados mais contrastantes de forma a
mostrar os melhores e piores casos, bem como os mais esperados. As histórias contadas refletem
o previsto para 2021 e descrevem o uso de wearables pelo turista no destino do passeio e foram
nomeadas como Awesome, Meh, Grumpy e Evil (algo como Impressionante, Desinteressante,
Mal-humorado e Horrível). Optou-se pela manutenção das histórias ipsis litteris, e os autores
destacam que os pensamentos e comentários que apareceram nos grupos focais também foram
mantidos. As histórias também permitem identificar as motivações do turista no uso do
wearable, a interação entre eles, as várias funcionalidades do dispositivo, também como a
disponibilidade da internet influencia o uso e os efeitos na privacidade do usuário.
A primeira história é “Awesome: Traveling Made Perfect” e mostra o melhor do uso
da tecnologias vestíveis numa atividade turística e é apresentado no Quadro 22.

Joao, a 26 year old Brazilian from Rio de Janeiro, arrived last night in Salzburg. Once he
decided to come to Salzburg, he immediately bought for himself the latest smartglasses and
smartwatch [grifo nosso] combo deal that had been released on the market. This decision was
a ‘no-brainer’ as he likes to call it, since both devices were easily affordable and could be
paired with his smartphone [grifo nosso]. Joao knew that wherever he goes in Europe he
would be able to count on reliable network [grifo nosso]. As soon as he arrived at the airport,
he was able to buy a SIM card that provides him with data coverage throughout Europe for a fee
even lower than what he is used to paying in Brazil.

In the morning before leaving his hotel room, Joao gears up with his smartglasses and
smartwatch which he loves wearing because “they are so stylish and just after a few days, he
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can’t even remember they are there”. He is no longer exploring the world through the glasses
and his smartwatch, now his wearables are part of him while experiencing and exploring the
world [grifo nosso]. Thanks to the highly sophisticated applications available [grifo nosso],
he has been able to check-in everywhere (airport, trains, hotel, museums, etc.) with his watch,
but not only that. Joao has been navigating the streets of Salzburg effortlessly, paying with his
smartwatch wherever NFC payment is available, and recording every step of the way thanks to
the reliable functions available on his wearables. Because nearly every tourist crossing his
path in the streets is also wearing some sort of wearable device [grifo nosso], he does not
feel any more or less special, he does not fear for his personal safety and best of all, he is not
embarrassed [grifo nosso] to call his girlfriend and parents back home in Brazil and share
some pictures and sounds via Skype as he explores the Mirabell Gardens. When it is time to
finally have some food, Joao consults his devices to check for places offering Austrian cuisine
with the best reviews near him. He knows he can trust peer reviews, in fact, this is one of the
things he loves most about the current times, everybody sharing information and the transparency
that comes with it – “It seems like there’s nothing hidden under the sun anymore” – Joao reflects,
remembering how different everything used to be just a decade ago, when the media dominated
the flow of information, instead of users equipped with immediate access to technology.

Joao is excited once he finally arrives at Augustiner Bräu, the famous beer garden in the
city. The watch tells him that he is walked nearly 5000 steps so far and thanks to his elevated
heart rate while walking up the hill, his actual quest for beer and lunch has been registered as a
workout, yay! He won’t argue about it, instead, he shares his ‘morning workout’ and “checks-in
with social media to let all his friends know that he’s in a cool place and staying fit”. Now Joao
can easily order food and beer via the instant translation features on his devices. He knows “he
could never live without them again” and knows that his vacation would never be the same
without his wearables [grifo nosso]. They have enhanced his experience beyond what he could
have ever imagined. He feels capable of exploring any destination on his own, capable of
planning his itinerary wherever he goes, and mainly, his private information is safe with him
wherever he goes thanks to the new anti-track technology on his devices [grifo nosso],
differently as it used to be the case only five years ago. Joao takes a sip of his ice-cold beer and
his smartwatch warns him that he is about to have a brain freeze. Cheers!

Quadro 23. Awesome: traveling made perfect


Fonte: Ortiz Rincon et al., 2017, pp. 7-8

A segunda história conta uma experiência que não percebe os vestíveis como muito
diferentes da experiência proporcionada a partir de um telefone inteligente. O cenário é
intitulado “Meh: Not Much Has Changed” e é apresentado no Quadro 24. O grifo orienta
a leitura.

Joao arrived last night from Rio de Janeiro, this is his first time in Europe. Before leaving
for Salzburg he bought himself those cool smartglasses and smartwatch [grifo nosso] he saw
on TV – “they are so affordable, so many choices! It’s so hard to decide between so many brands
available!” – Joao thought once he was at the shop. He knew that his new wearables did not
differ so much from his smartphone, since they offered nearly the same features [grifo
nosso] – “nothing too crazy” – but he just wanted to own the latest tech gadgets available.
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This morning Joao gears up with his wearables before leaving the hotel, but soon he
notices that except for some teenage tourists, he is the only one wearing all this technology
[grifo nosso]. However, he still feels ‘cool’ about himself, nobody gives him strange looks
because his smartglasses and smartwatch look like everyday objects. Joao goes in search of a
SIM card, but soon finds out what a hassle it is to purchase one and roaming costs are expensive
too [grifo nosso], so he gives up. As the day goes by, Joao discovers that Salzburg is not yet a
free Wi-Fi connected smart city and thinks about “what a disappointment the Network &
Infrastructure is in this place!” He never thought it would be so complicated to get Internet
connection outside of his country. Without roaming and without Wi-Fi [grifo nosso], Joao
cannot find many uses for his wearable devices. Joao visits the Hohensalzburg Fortress, taking
some breath-taking pictures and videos with his smartglasses, but unfortunately he will have to
wait until he is back in the hotel with Wi-Fi before he can upload and share them on social media.
After the fortress, and not being able to use his wearable devices to navigate throughout the city,
Joao decides to stay in the busy Getreidegasse and have a shopping day.

However, from all the stores he visited, only one enabled him to pay via his smartwatch.
One of the store managers explains to him that “it’s not worth for business owners to acquire
new technologies that will cater to only a very few”, since the majority of wearables users are
very young (teenager) and not spending customers. Now he also understands why he has to use
a regular key to access his hotel room, instead of just using a touchless function in one of his
devices.

Joao could not manage to navigate to one of the famous Austrian Beer Gardens to go for
lunch, so he just walked into a burger joint he stumbled upon. He uses his smartglass to
translate the menu, but the funky font style is not easily recognised being offline, so it
cannot be translated [grifo nosso]. Funny enough, this restaurant is full of teenagers and young
backpackers, and most of them are wearing a sort of wearable device. They seem to be having
fun interacting with their tech gadgets more than Joao did all day. He soon realises that these
tech-savvy kids are obsessed with fitness tracking apps, augmented reality games, and above all,
“they just want to look cool with their smartwatches and smartglasses, even if they still have to
use their smartphones for the really important stuff”. Joao explores his devices throughout lunch,
and concludes that they don’t really have any “killer apps”, not much more than what is
already available on his phone [grifo nosso]. The sun has gone down and Joao makes his way
back to the hotel. Next morning, Joao chooses to explore more of Salzburg without his wearable
devices, he realised that his “smartphone offers him everything he needs during his trip,
everything else is just a luxury!”

Quadro 24. Meh: Not Much Has Changed


Fonte: Ortiz Rincon et al., 2017, pp. 8–9)

A terceira história destaca as dificuldades encontradas no uso dos wearables e por


isso é nomeada “Grumpy: An Utterly Irritating Situation”. O Quadro 25 descreve a história.
O grifo orienta a leitura.

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The young Brazilian Joao has decided to embark on a new adventure and take his first
trip to Europe. His first destination is Salzburg, the posh city of Mozart and the Sound of Music.
Posh and classy, that is exactly what he likes! Emerging from a middle class family, Joao likes
to takes every opportunity to show off what he has accomplished and acquired. Recently he had
heard about the latest fad in technology: wearable devices – “Everyone wants them, only a few
will have them”. Joao knew he had to have these gadgets! The 2500 euros he had to pay for the
smartglasses [grifo nosso] plus the 1500 euros for the fancy smartwatch [grifo nosso] was a
large sum even for him, much more than what he would feel comfortable spending, but this was
the price to pay to look sophisticated and tech-savvy.

Flying from Rio to Salzburg, Joao gears up with his wearables so he can smoothly go
through all airport checks. He is the only one in line at the airport wearing these technologies,
which makes him very proud. He will be the only one checking-in with his smartwatch, while
all other passengers still use printed boarding passes or smartphones. When his turn in line
comes, the airline clerk gives him an annoyed look and tells him that “these watches are a
hassle to properly check-in” [grifo nosso], and soon he discovers she was right. It takes many
tries before it actually works and he can go through. He is angry and annoyed, especially after
overhearing a lady in line whispering to her friend: “Doesn’t he realise how annoying he is? He
is holding the line! And he looks like a fool, a rich fool! Robocop!” Afterwards, security control
gives forces him to put his smartglasses away due to airport security regulations [grifo
nosso]. Joao does not see any signs posted, but he must comply. Once in Salzburg, Joao cannot
wait to go out and explore this magnificent city looking chic and smart with his smartglasses.
He has such high expectations of his new expensive gadgets, but very soon he notices that –
“there isn’t much of a development of software, applications or functions in these little
gadgets”[grifo nosso] Joao is incurring some hefty roaming charges, because free Wi-Fi is scarce
in Salzburg and the network infrastructure of his home- data company lags behind. By now he
realises that he has paid a premium price for functions that are already available on his
smartphone [grifo nosso]. But all those looks of admiration he gets from people passing by
comfort him – “Yeah, I’m really cool and sophisticated, they know it!”

Joao visits the Mozart Geburtshaus and is very happy to enjoy flawless augmented reality
thanks to his glasses, he is getting a richer experience compared to other tourists. Unfortunately,
after only 20 minutes he has to remove his smartglasses due to discomfort, they have strained
his eyes and now he feels nauseous. [grifo nosso] He finds himself very annoyed and a little
regretful about all the money spent on these devices. The smartglasses hurt him and when he
talks on his smartwatch he must adopt such an awkward posture that it has made him self-
conscious to use it in public. [grifo nosso] He is hungry now and wants to visit the best
restaurant Salzburg has to offer, for which he consults his smartglasses, but the information
overload is such and so conflicting that he feels he cannot really trust these ‘peer-reviews’. “So
many people with so much access to information and irresponsibly giving in their every opinion
is not cool anymore! I’m not getting informed, only misinformed!” So Joao prefers to ask a local
for a recommendation and after an early dinner he calls it a day. He is annoyed and tired of his
“fancy but nearly useless devices”. “This is not how I imagined my first day in Europe!” Good
night.

Quadro 25. Grumpy: An Utterly Irritating Situation


Fonte: Ortiz Rincon et al., 2017, pp. 9–10

O pior do uso da tecnologia vestível no turismo é mostrado pela última história –


“Evil: Technology Takes Over Your Vacation”.
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Joao is a young Brazilian with a true passion for tech and trends. Last week for his 26th
birthday he received the latest Sony Smartglasses and a Huawei Smartwatch. His friends told
him, that “wherever he goes in Europe, he will have either network coverage or free Wi-Fi”. He
realised his friends were right once he landed in Frankfurt for a layover, and when he finally
arrived in Salzburg, he knew they were totally right! “What a great network everywhere, these
really are connected smart cities!” – Joao told his girlfriend when he video-called her via his
smartglasses from the taxi on his way to the hotel.

Joao is happy, his wearable devices equipped with all their amazing functions allow him
to do nearly everything he needs to do while on vacation: pay, navigate, plan, book, snap pictures
and videos to share with friends on social media, keep an eye on his health condition, etc. While
walking down the streets in Salzburg he notices that nearly everybody is wearing smartglasses
or smartwatches [grifo nosso]. “It’s so easy to get addicted to this technology, you can’t
remember you are wearing it. These devices are amazing! I could never live without them again”
– Joao reflects. This morning, Joao is already exploring the city and quickly checks his Facebook
newsfeed while waiting at the traffic light. He cannot believe his eyes when he sees that the latest
viral video of the day happens to be his morning misfortune when he tripped in the breakfast
room at the hotel, causing great chaos as he fell. He knew he had made a great fool of himself,
but he had found comfort in knowing that there were only a very few witnesses to his misery.
He remembered that some of these witnesses were wearing smartglasses just like him, he now
realised that one of them recorded and instantly uploaded his video on the Internet. Joao wished
he could go back to the times where there was still some personal privacy [grifo nosso] and you
could have the peace of mind knowing that this ‘awesome’ technologies did not jeopardise public
safety. “Everything seems out of control!” he thought, without yet realising he had been walking
in circles since he left the hotel, thanks to blindly following the navigation system on his watch
which had been prompting him for calibration since the moment he turned it on.

After a rough start to the day, Joao decides to listen to peer-reviews on his devices to
choose a place nearby to have lunch, but very soon he gives up. “It is so easy to get overwhelmed
with the vast amount of information all over the Internet, nobody controls it and nobody checks
for accuracy”. He now thinks that “life was much easier with only a few sources of information”.
Overwhelmed, Joao gives control of the rest of his day in Salzburg to his virtual assistant ‘Mary’.
Mary is now in charge of finding Joao a place to eat, attractions and entertaining activities around
the city. By the end of the day when Joao returns to his hotel, he completely regrets spending so
much money coming all the way from Rio to Salzburg. He could have done all the things he did
today back at home, there is nothing special about this city. He had pizza for lunch like he does
every time he goes out with friends. And he still cannot believe how, in such a seemingly
beautiful city like Salzburg, there are nearly only massage parlours and betting houses as tourist
attractions; these are the places he frequents at home, which he was hoping to take a break from.
Joao believes his gambling addiction is a well-kept secret. Unfortunately, he has no idea about
all the third parties that have access to his private information and online activities [grifo
nosso]. He does not understand that everything suggested by Mary today was meant to match his
interests. Joao thinks he is in control, but he is not. “His wearable devices have hijacked his
vacation”… Big Brother is watching!

Quadro 26. Evil: Technology Takes Over Your Vacation


Fonte: Ortiz Rincon et al., 2017, pp. 10–11

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Além das histórias em si, os autores ressaltam (através delas) elementos que vão moldar
o futuro dos dispositivos wearables. São, por isso, fundamentais neste estado da arte.
Alguns elementos das experiências merecem destaque. Os cenários considerados
mais plausíveis são o Impressionante e o Horrível. Eles mostram a evolução das
características funcionais, de conforto e sofisticação dos wearables, a evolução da
infraestrutura relacionada ao acesso à internet, e as questões de privacidade que devem ser
consideradas. Os cenários menos plausíveis são os que não veem grandes desenvolvimentos
futuros relacionados aos wearables. Eles mostram que não há melhoramentos além dos
elementos encontrados em um telefone inteligente. Também descrevem um cenário em que
poucas pessoas usam os wearables. Apesar de pouco provável, o cenário indica elementos a
serem considerados na construção de uma aplicação para esse tipo de dispositivo. Por exemplo,
levantam a questão ergonômica de os óculos inteligentes poderem causar náuseas no usuário.
(Ortiz Rincon et al., 2017).

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5 Considerações Finais e Desdobramentos

O estado da arte referente à linha de investigação 4: Ergonomia e usabilidade no


interface entre dispositivos móveis e wearables compreendeu a revisão bibliográfica sobre as
melhores práticas de ergonomia e de interface para o uso de dispositivos móveis e wearables
principalmente em situações de movimento. Tem-se em mente a interação do turista durante a
execução de sua aventura, dando apoio informativo.
Há inúmeros estudos sobre regras de ergonomia e usabilidade aplicadas a dispositivos
móveis. O mesmo não acontece para os dispositivos vestíveis, uma área pouca explorada, e isso
ficou claro no levantamento. A médio prazo, porém, esse tipo de dispositivo deverá ser a
principal forma de interação do usuário em movimento. Por isso, o desenvolvimento pretendido
pelo Xplore Market precisa de uma interface gráfica e interativa capaz de ser aplicada tanto em
dispositivos móveis como wearable, de forma continuada e coerente. Ao reunir a discussão
sobre tecnologias, soluções e práticas de usabilidade em aplicativos móveis e wearables, este
estado da arte contribui em uma lacuna na área e fornece parâmetros para criações futuras.
A partir de uma variedade importante de autores e publicações, o levantamento foi
organizado em três categorias, a saber:
- Tecnologias e soluções: teoria e protótipos;
- Questões de usabilidade nos aplicativos móveis e wearables;
- Tecnologias inteligentes no turismo.
Os casos foram exaustivamente apresentados nos respectivos itens; a Tabela X
sistematiza os dados sobre os desenvolvimentos tecnológicos para dispositivos wearables. Os
dispositivos acrescentam funcionalidades em relação ao telefone inteligente e almejam uma
interação mais orgânica com o usuário. Os desenvolvimentos discutidos nesta categoria
mostram que há vários ajustes necessários para explorar todo o potencial da tecnologia, bem
como áreas de uso, em termos de práticas de ergonomia. Destaca-se, assim, as soluções
propostas, o campo de contribuição e o uso no turismo, quando houver. ser uma extensão do
corpo principalmente ao usar.

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Tabela 9. Tecnologias e soluções: teoria e protótipos

Fonte Dispositivo Usuário Solução Contribuição Turismo


tecnológica
(Tippey et al., Óculos Motorista Combinação Desempenho GPS
2017) funcionalidade multitarefa
voice-to-text +
head-up display
(Wolf, Mayer, Anel Ciclista Interface com Interação Uso
& Meyer, microgesto remota com aplicativo
2016) telefone no telefone
em
contexto de
movimento
restrito
(Genç et al., Monitor Pedestre Orientações para Atenção visual Museu
2016) (em elementos gráficos com
movimento) Realidade
virtual e
aumentada
(Peck et al., Capacete com Pedestre Protótipo 360° Remote Uso
2016) câmera (em situational educacional
movimento awarenesss envolvendo
e parado) viagens
(Lv et al., Óculos e Pedestre Algoritmo de Forma de Jogos de
2015) Telefone (em interação interação com o realidade
movimento) touchless vestível virtual e
aumentada
(Wenig, Relógio Pedestre Aplicativo para Instruções de Uso de
Steenbergen, (em navegação navegação no mapas
Schöning, movimento) baseada em mapa
Hecht, & imagem
Malaka, 2016)
(Colley, Van Telefone e Mudar ângulo da Navegação Guia
Vlaenderen, relógio câmera realidade turístico
Schöning, & aumentada com
Häkkilä, 2016) realidade
aumentada

Por ser uma área de desenvolvimento recente, as questões de usabilidade dos wearables
ainda não estão totalmente compreendidas. Os trabalhos encontrados sob esta categoria
apresentam o que é usualmente tratado para computadores. Explora-se os casos de usabilidade
em aplicativos móveis – o espraiamento desse uso tem importantes implicações em termos de
ergonomia. Além dos elementos a serem considerados na usabilidade de aplicativos e werables,
destaca-se a contribuição do caso e as áreas de aplicação. Esta categoria é um importante
insumo para a área de ergonomia.

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Tabela 10. Questões de usabilidade nos aplicativos móveis e wearables

Autor Dispositivo Usabilidade Contribuição Aplicação


(Harrison et al., Aplicativos móveis Effectiveness Capturar a Geral
2013) Efficiency complexidade da
Satisfaction interação com
Learnability aplicativos móveis
Memorability Errors
Cognitive load
(Ismail, Ahmad, Aplicativos móveis Accessibility Considerações para Educação,
Kamaruddin, & Coverage uso específico de turismo,
Ibrahim, 2016) Accuracy aplicativos móveis saúde
Orientation clues
Conciseness
Cultural
Content
Navigation
Graphic issues
(Wesson, Singh, Aplicativos móveis Technical Uso de adaptive Aplicações
Van Tonder, & van Environmental usability interface baseadas em
Tonder, 2010) Social para resolver mapa e
Speed questões usabilidade turismo
Screen
Typing
(Michaelis et al., Wearable Syncing issues Considerações sobre Atividade
2016) Damages easily continuidade do uso física
Heart rate inaccurate
Poor battery life
Uncomfortable
Tracks sleep well
Device is motivating
Data is accurate
Device not secured
Data is unreliable
(Rupp et al., 2016) Wearable Technological trust Uso dos princípios Atividade
Reliability EID – ecological física
Validity interface design
System capability
Motivation
Autonomy
Competency

Por fim, tem-se uma discussão específica sobre casos de ergonomia em aplicativos
móveis e wearables no turismo. O primeiro trabalho apresenta uma série de dispositivos
vestíveis e como vêm sendo usados na área. O destaque é para os óculos inteligentes da Google.
A prática de esqui é uma atividade comum do turismo e que se beneficia muito de aplicativos
móveis para informações geográficas, climáticas, e de segurança, por isso o desenvolvimento
de um protótipo vestível tem muito a oferecer à discussão de práticas de ergonomia para o

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usuário. Contudo, há muito por vir. A categoria finaliza com a apresentação de quatro cenários
futuros detalhando experiências de usuários com essas tecnologias. Ter em mente os elementos
levantados por essas histórias é fundamental ao se pensar sobre as novas formas de interação
homem-máquina.
O levantamento bibliográfico também inspirou uma séria reflexão em relação ao turista,
à área de turismo, a indústria e seu desenvolvimento tecnológico bem como desdobramentos
futuros.
Ronald Atembe (2015) destaca a mudança no papel do turista, ao inserir a tecnologia
wearables a sua experiência, de um ator passivo para um ativo. Essa reflexão é crucial para a
indústria que vai enfrentar uma demanda de consumidores muito diferentes do que os atuais

This study was set out to depict the usage of wearable technological devices in tourism.
Evidence points out that the usage of wearable devices paves the way to revolutionize
the tourism industry, thus creating added value for both suppliers and consumers. It can
be seen that wearable devices have shifted internet from the mobile cyber space to
become wearable on the body. With this wearable web, tourists are able to obtain
required information, communicate, share experiences, resolve several setbacks
encountered when traveling, and co-create their own value [grifo nosso] without any
physical activity. This study further affirms that wearable devices will transform
consumers from tourists to explorers [grifo nosso]. In addition to time, place, context,
and personalization to tourists’ offers and experiences, the wearable web will certainly
empower tourists to re-construct their experiences [grifo nosso]. This means that with
a voice command, tourists can programme a series of activities or actions for a given
period of time and at a specific location without requiring assistance from the tourism
supplier. Therefore, with the emergence of wearable devices, the trend indicates a
further disintermediation whereby tourists will be taking an upper hand on the entire
service delivery process [grifo nosso]. As a result, the new face of tourism will be
focused on the optimization of “personalized re-constructed experiences” by the
consumers. Indeed, a wide range of possible applications of wearable devices opens up
for the tourism industry, from both the suppliers and the consumers’ sides. (Atembe,
2015, p. 231).

Outra implicação para a indústria aparece em Ortiz Rincon et al. (2017). A aplicação da
técnica de cenários futuros permite observar o impacto dos wearables no turista em termos de
comunicação e interação, mas também como ele se apresenta visualmente. Ao se debruçar sobre
experiências do turista que são mediadas por tecnologia, levanta questões de ergonomia,
mas também da interação social, motivação do turista e questões de privacidade. Vai além

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ao colocar o turista no centro do estudo e entender como o wearable pode afetar sua
experiência. A tecnologia pode agregar à experiência, tornando-a mais significativa, ou
esvaziá-la, transformando-se numa experiência ridícula. Pensar nos cenários futuros
fornece uma base para a tomada de decisão em relação à indústria de turismo e o uso de
vestíveis.
As implicações para desenvolvimento industriais ganham importância ao se considerar
que a indústria de wearable é, de certa forma, iniciante. Ainda que haja vestíveis disponíveis
prontos (comercial off the shelf), há vários na etapa proof of concept – têm seu funcionamento
comprovado, mas ainda não estão prontos para o mercado. O levantamento de Khakurel et al.
(2018) realizado até início de 2017 mostra a situação atual das tecnologias existentes.

Tabela 11. Etapa industrial dos wearables

Dispositivo COTS PoC Posição vestível


Commercial off the shelf Proof of concept
Smartwatch X Wrist
Implantable (e.g. artificial X Stomach
pancreas)
Performance monitor (e.g. X Chest
Zephyr BioHarness 3)

Smart clothing (e.g. X X Upper part of the body


electronic shirt, sensorised
Lycra garment)

Blood pressure monitor X Arm


(e.g. blood pressure sensor
node)

Emotion measurement X Arm


(e.g. emotion board)
Heart rate monitor (e.g. X Head
wahoo chest belt)
Electroencephalogram
(EEG) monitor (e.g. EEG
device)
Electroencephalogram X Chest, Head
(EEG) monitor (e.g. EEG
device)

Electromyography (EMG) X Thight


monitor (e.g. EMG sensor
node)

Digital pedometer (e.g. X Wrist


Toshiba Silmee
W20/W21, Fitbit, Nike +
Fuelband, Jawbone UP
and Misfit)

Body motion X X Waist, thigh, knee, ankle,


monitor/tracker (e.g. upper back
Inertial sensor node,

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Wearable Inertial
Monitoring Unit
(WIMU), BTS
FREEEMG for sEMG)

Pulse oximetry (e.g. Pulse X Finger


oximetry sensor node)

Wearable ECG and X Chest


acceleration monitor (e.g.
MBIT)

Head-worn terminal/body X Head and chest


motion monitor (e.g.
smart safety helmet
combined with EEG
sensors and inertial
measurements unit)

Heartbeat authenticator X Wrist


(e.g. ECG device, Nymi
band)

Fitness and activity X Chest, pocket


tracker/monitor (e.g.
Toshiba Silmee Bar Type
sensor, RFID “UBI
Tags”)

Blood sugar and X Arm


cholesterol monitor (e.g.
blood sugar and
cholesterol sensors)

Chest-mounted display X Chest


Eyewear (e.g. wireless X Eye, head
personnel supervision
system (WPSS) with AR,
smart glasses with AR)
Heads-up display (e.g. X Head
head-mounted display
(HMD))

Stooped device (e.g. X Over the body


wearable stooping assist
device (WSAD))

Wearable robot (e.g. Over the body


eectro-hydraulic wearable
robot, electric wearable
robot)

Human behaviour tracker X Neck


(e.g. Sociometric badge)

Fonte: Adaptado de Khakurel, Melkas, & Porras, 2018, p. 799

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O trabalho dos autores sobre o uso dos wearables no ambiente de trabalho inspira a
identificação de desafios para outras áreas, como turismo. De certa forma, eles sumarizam as
principais questões que devem ser alvo de reflexão para o desenvolvimento de aplicativos em
wearables. São desafios tecnológicos, sociais, de padrões, econômicos e relacionados a
dados apresentados no Quadro 27. São discutidas questões como as características dos
dispositivos, sua usabilidade em diferentes grupos etários, questões de privacidade, e pontos a
serem considerados pela indústria.

Technological challenges: device characteristics, such as size, battery life, modalities,


accuracy and processing capabilities (Alam et al., 2015; Chen and Kamara, 2011; Kritzler et al., 2015;
Nadeem et al., 2015; Sole et al., 2013b) are the most discussed challenges limiting the ways users in
the work environment can interact with wearable technology. For example, Chen and Kamara (2011)
mention that current the battery life of a device does not sufficiently last the period of time a user is
on the construction work site. This limits the usability of the devices in the work environment.
Lavallière et al. (2016) address the current size, weight and poor interface of wearable devices.
Furthermore, they state, due to the aging of the workforce, there is need for wearable technologies
that fulfil the requirements of all age groups, which means any device designed for all age groups
might provide other usability challenges. Similarly, Kritzler et al. (2015) report, employees are
concerned “the screen on the watch would likely break and the beacons, which are quite bulky, would
eventually fall off” (p. 216).

Although wearable sensor technology has advanced, technological readiness is another


challenge identified in the study because PoC devices use various sensors and prototypes. Nee et al.
(2012) indicate that the current use of AR in the design and manufacturing work environment still
lacks precision and accuracy. Luo and Yu (2013), conclude that, as a stooped human body model is
different for each individual, a more precise wearable stooping assistance device model should be
designed considering spinal stability and lumbar viscoelastic characteristics for better control over
the amount of support provided by the devices. Similarly, Yang et al. (2016) find that although
wearable sensors have advanced, currently these sensors are incapable of addressing different kinds
of environments. For example, near-miss fall detection accuracy varies when the experiment is
conducted in two different settings (i.e. laboratory and outdoor settings). They further state the signals
from the wearable sensors may be affected while carrying symmetrical or asymmetrical loads, or
while completing a diversity of construction job tasks. Durkin and Lokshina (2015) report that, in the
future, data security may be a primary concern for both employees and employers because of potential
cost savings for enterprises, mobile workforce opportunities and increase in Bring Your Own Device
strategies.

Social challenges: many studies identify violation of privacy as a major issue (Kritzler et al.,
2015; Lavallière et al., 2016; Moran et al., 2013; Zenonos et al., 2016). Kritzler et al. (2015) state, that
workers have concerns about how the features wearable technology has (e.g. monitoring heart rate,
number of steps and GPS location) can be accessed and used without their knowledge. Furthermore,
Lavallière et al. (2016) state that some older individuals unfamiliar with technology are concerned
about privacy in the work environment, saying “great efforts and research should be undertaken in the
domain of privacy concerns and willingness to use these devices among older individuals” (p. 41).
Nikayin et al. (2014) points out that if wearable device providers such as employers or insurers have
access to the data it raises ethical questions about whether having that information might influence
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hiring, firing or accepting employees. In addition, they state, “If employers access their employees’
medical information, the employees could be concerned that the employer will use such data to
discriminate against employees in the workplace” (p. 330).

Previous studies identify factors, such as users’ technological skills, privacy concerns
(Nikayin et al., 2014), and user requirements such as security and ease of use (Nadeem et al., 2015),
that can influence the adoption of wearable devices. For example, Nikayin et al. (2014) point out that
the inevitable sharing of personal health data between collaborators compromises privacy. They state,
“This may not only inhibit the acceptance of the programme, but could also provoke a conflict of
interest between employer and employees” (p. 330).

Policies and standards set by regulators: governments should provide strategic policy
frameworks for the acquisition and use of IT for social and economic growth (Ejiaku, 2014). For
example, Nikayin et al. (2014) state that providing services based on wearable technology would likely
require relations with other actors, such as insurers and government institutions. They further note
that this creates new challenges in finding out how institutional settings can influence the
implementation and adoption of the services based on wearable technology.

Economic challenges: the research community raises some concerns about the complexity
and cost of integrating wearable devices with existing systems. For example, Chen and Kamara
(2011) assert that cost is one of the factors that may affect the implementation of computing devices
on construction sites, including organisational information systems related to specific construction
projects. They further state that for companies it is necessary that the return on investment exceeds
the cost of obtaining information wirelessly. Chan et al. (2012) assert “the high cost of current wearable
system services limits their expansion” (p. 150). Nikayin et al. (2014) state that using wearables in the
work environment requires collaboration between multiple service providers, which could change the
business model, requiring the conceptualisation of a new business model more likely to succeed.

Data challenges: Nikayin et al. (2014) state that wearable devices generate a large amount of
health-relevant data that can be collected and analysed by different service providers such as
employers and insurers. Furthermore, “Collecting health-relevant data raises concerns over data
ownership, privacy and the role of the employer. For the case discussed, issues of data ownership
and who has the right to use data in which way still have to be dealt with” (p. 331).

Quadro 27. Desafios tecnológicos, sociais, de padrões, econômicos e relacionados a dados.


Fonte: Khakurel et al., 2018, pp. 803-805

Os desafios econômicos aparecem no relatório europeu sobre wearables aqui utilizado.


Os autores destacam que, à época do estudo (publicado em 2016), havia 10 projetos financiados
na área resultando em 24 patentes. A partir de fundos governamentais, pode-se atuar na criação
de um ecossistema da área que envolva desenvolvedores de aplicativos, fornecedores de
equipamentos e usuários, entre outros. Destacam também a multidisciplinariedade envolvida
na área.

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According to a portfolio analysis of projects by the 7th Framework Programme in the area of
components and systems, the EU provided funding worth €43.5 million to ten projects with a total
budget of €63.7 million in the area of wearables. These included eight collaborative projects, a
coordination and support action and a pre-commercial procurement project. Among the application
areas addressed by the projects, healthcare (the most important), well-being, automotive and
decoration, attracted the highest interest. Other areas of interest included lighting, monitoring and
sensing, wireless communication and tracking, smart cards, labels and devices. The projects generated
in total 3 spin-offs, 24 patents and 48 journal publications (see more details in Annex I).

Public policy can further play a role to help advanced new generation wearables take off and
enable their mass adoption. Major areas of potential intervention include grants for collaborative
research, support for access to infrastructure and technology transfer, demonstration and piloting
activities, as well as ecosystem creation (e.g. between RTOs, app developers, equipment suppliers,
creative industries, artists and users). Public policy can also address regulatory barriers (e.g. the
protection of privacy, access to data, data ownership, liability, cybersecurity) whilst coordinating the
roll-out of new communication infrastructures, such as for 5G, which is required by various
applications to operate seamlessly.

The technologies needed for smart wearables are many, ranging from sensors, actuators,
power, processors, connectors and communication functions based on MEMS, organic and flexible
electronics, robotics, photonics to advanced materials (e.g. smart textiles). The involvement of
multidisciplinary skills and teams is required during the development phase. Manufacturing
technologies and equipment have an equally important place in the process. Solution developers
typically aim at fast and affordable prototyping leading to final devices that are smaller, smarter,
better connected, secure and power-efficient. This would require an open development environment
providing interoperability across all components.

Quadro 28. Desafios econômicos


Fonte: Smart Wearables: Reflection and Orientation Paper For Public Feedback, 2016 , p. 17.

O estudo destaca também a necessidade de melhorias nos wearables de uma maneira


geral, algo que o item 2 deste estado da arte refletiu.

A reliable, cost-efficient and end-user oriented integration of smart


systems into body conformable materials (e.g. textile) is a key technological
capability for the successful realisation of smart wearables. The ideal
combination of reliable functionality, cost efficient manufacturing and a high
level of user-friendliness has not yet been achieved. Products typically fall
short in one or several of the following: functional performance,
durability/reliability (especially connections), efficient production capability,
affordable price level, ease of use, comfort (weight, bulkiness, flexibility, skin-
friendliness) and ease of care & maintenance (washability, repairability,
disposability).
Further development of disruptive wearable technologies, and their
integration into reliable, affordable, connected and easy-to-use solutions, is
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vital for market uptake. This will lead to the validation and deployment of
evolutionary wearables (e.g. integration of silicon-based electronics,
peripheral mobile phone) and prepare the next (disruptive) generation of
wearables (e.g. weavable, washable, rollable/printable, invisible and fully
energy harvesting). (Smart Wearables: Reflection and Orientation Paper For
Public Feedback, 2016 , p. 18).

O Quadro 29 sintetiza considerações sobre o futuro dos wearables na Europa.


European projects funded in the field of smart wearables have led to prototypes and
demonstrators which show concrete benefits for human life. Today the project owners strive to
overcome lack of investment to validate cost-effective working prototype systems and regulatory
barriers to reach the market. Public investments in research offer a high return in terms of economic
value and improvement of the quality of life. This return can be particularly high if research is
complemented with activities targeting higher TRLs (e.g. demonstration in operational environment,
experimentation in real life settings) to test the real use cases and impact of new technologies on the
society. Such support would help accelerate time-to-market and stimulate user acceptance. Efforts spent
in this direction will provide significant opportunities for achieving European leadership in digital
technology value chains and platforms.

The European Communication on Digitising European Industry initiative, issued on 19


April 2016, puts a strong emphasis on testing and experimentation activities on large scale pilots
to validate use cases for digital technologies. An early test of this innovation model is being carried
out via the Large Scale Pilot on “Wearables for smart ecosystems”50. The proposal called
"Management Of Networked IoT Wearables – Very Large Scale Demonstration of Cultural
Societal Applications (MONICA)" has been selected, after evaluation, for an EU grant amounting
to €15 million. MONICA aims to demonstrate a large scale IoT ecosystem, based on open
standards and architectures, which uses innovative wearable and portable IoT sensors and
actuators to offer a multitude of simultaneous, targeted applications. All ecosystems will be
demonstrated in the scope of large scale city events through integration of Situational Awareness
and Decision Support tools for organisers, security staff and sound engineers [grifo nosso].

Europe has an excellent research base and vibrant industrial ecosystem (e.g. organic and printed
electronics, MEMs, smart textile) to tap into opportunities in the area of smart wearables. The challenge
ahead is to bring these capabilities into products and services which will create societal and economic
value. A considerable number of technological advances in this area find their origin in Europe.
However, as technologies come to maturity, the market race for exploring their commercial potential is
heating up. Several large international companies in the PC and mobile sectors – having identified
wearables as a new growth area - are taking bold steps to acquire players in smart wearables and textiles.
Mobile phones have shifted from being communication devices to computers, and are today converging
with IoT and VR, which make wearable companies a target for acquisitions.

Quadro 29. Futuro dos wearables na Europa


Fonte: Smart Wearables: Reflection and Orientation Paper For Public Feedback, 2016, pp. 22-23

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Diante das possibilidades futuras de desenvolvimento tecnológico dos wearables, os


autores ressaltam o espaço para a Europa a partir da criação de uma agenda que incentive
pesquisa e inovação entre disciplinas e entre indústrias. As parcerias deveriam mirar produtos
e soluções para desafios da vida real. Há imenso potencial para o turismo aqui.

Government funding for experimentation and prototyping activities in test beds could
enable and nurture interaction, cooperation and co-creation between different actors
(e.g. electronics, textile, fashion designers and users) to validate use cases for specific
applications and to monitor and tackle impact on sensitive issues like security and
privacy. Research and innovation programmes favoring ecosystem creation could also
help achieve agreement on guidelines and standards to address regulatory conformity
right at the beginning of the design phase.
… Therefore, developing open innovation platforms for both hardware and software
and app developers could help accelerate innovation, such as by creating new
functionalities or security and privacy solutions applicable across multiple sectors.
Moreover, data platforms will allow integrating wearables with other technologies (e.g.
cloud computing, big data, AI), nurture ecosystems and cross-sector cooperation, and
provide the sufficient scale for the creation of new businesses and services. (Smart
Wearables: Reflection and Orientation Paper For Public Feedback, 2016, p. 22).

O desenvolvimento de tecnologias vestíveis deve levar em conta a inclusão do maior


número possível de funcionalidades. Hoje em dia, nem o telefone inteligente faz apenas
ligações. Vários desafios na área de ergonomia devem ser solucionados para alcançar essa
demanda. O estado da arte aqui realizado propôs apresentar os principais trabalhos feitos na
área na identificação de práticas de ergonomia para aplicativos móveis e wearables.
Em um primeiro momento, os relógios inteligentes foram concebidos para interagir com
os telefones. Muitos dos casos aqui discutidos exemplificam essa dependência entre os
dispositivos. Entretanto, a evolução dos vestíveis devem considerar cada vez mais sua
autonomia. Para isso, também é essencial lidar com questões de usabilidade para dispositivos
com telas pequenas, limitações em termos de bateria e conectividade.

Smartwatches suffer from two major constraints to do with keeping them small enough to
wear on a wrist: their small screen size results in restricted I/O and their small hardware results in
weaker computing capability and especially limited battery capacity in comparison larger devices.
Although mobile devices have advanced in recent years, the challenge of reducing size while
maintaining features and battery life continues.

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The small screen size restricts input and output capabilities. For instance, fitting a keyboard
on a smartwatch screen or wristband is even more challenging than fitting one on a smartphone.
Although there have been efforts to enable smartwatches to display multimedia, their small screen
size makes them a poor choice as a media player for video or images. Micro projectors are a
tantalizing solution, but several years after their announcement they are still too expensive to consider,
and thus wearable projectors3 do not seem to be a realistic prospect in the near future. A larger screen,
which can be achieved through curving the screen around the wrist, seems to be an option to begin to
address the size issue, but still not enough for keyboard integration. Several brands, such as LG, have
launched their curved screen for TVs and Samsung also recently released Samsung Gear S
smartwatch with a curved screen. Most traditional watch screens are lightweight, waterproof/ resistant
and antiscratch. How well curved screens maintain these characteristics remains to be seen. The
screen restriction will also require fresh thinking on user interface (UI) designs and for new interaction
techniques such as 3D ultrasonic gesture recognition.c Google’s Andriod Wear relies heavily on
voice input for simple user interaction but this may restrict users to performing more complicated
tasks.

Small hardware means less computing power, smaller battery capacity, and less-precise
sensors. These challenges exist in smartphones as well as smart- watches, although to a lesser extent.
Software and hardware providers have been working, slowly but continuously, to address resource-
related issues. For example, GPS systems typically have a high power requirement. Localization
services try to overcome this problem by relying on a combination of sensors such as GSM, Wi-Fi,
and GPS—hence reducing the power consumption.

Although hardware components get smaller through advances in sensor technologies and
electronics, the smaller footprint means smartwatches have fewer ubiquitous computing features
compared to smartphones. Most of the smartphone-dependent smartwatches overcome this by
offloading power-consuming sensing and computing operations to the phone and use low-power
Bluetooth to communicate. This enables smartwatches to communicate with the smartphone and to
rely on its superior computing capabilities. This way, power-hungry chips such as GPS can draw on
the larger battery of the phone and simply use the watch as a convenient user interface, but the phone
still has most of the “smarts.” The fully independent smartwatches, which incorporate their own 3G
or GPS chips, tend to have a much shorter battery life.

Quadro 30. Questões de usabilidade em relógios inteligentes


Fonte: Rawassizadeh, Price, & Petre, 2014, p. 46

Uma de suas características fundamentais, a sua ligação mais orgânica com o usuário,
abrem um imenso potencial para aplicações no turismo. Durante todo o estado da arte há
exemplos dessas aplicações, mas também mostram como é incipiente esse desenvolvimento.

Smartwatches are body mounted, with a standard, known location. This helps
activity recognition research by removing the burden of identifying the location of the
device. Much research has been done to quantify health information via mobile devices
(mHealth). The standard location overcomes challenges associated with smartphones;
for instance, when measuring users’ activities based on accelerometer data, the location
of the smartphone (if in a shirt pocket, in a bag, or in a trouser pocket) affects the data.
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A smartwatch is typically in constant contact with its owner, and thus capable
of recognizing its owner’s physical activities and location. In contrast, a limitation
associated with smartphones is that, when users are not holding them, they can sense
only the users’ environment (outward) and not the users’ specific condition (inward).
When smartphones are carried, they are in various locations in bags and pockets. Often,
in an indoor environment such as an office or home, a smartphone is not moving and
may not be co-located with its owner. (Rawassizadeh, Price, & Petre, 2014, p. 46).

Frente ao potencial das tecnologias vestíveis, o desenvolvimento de algoritmos pode


ajudar a maximizar seu uso. No caso de aplicações na área de saúde, “Algorithms that focus on
energy-efficient activity recognition and convert raw biological data into higher-level data will
need further development” (Rawassizadeh, Price, & Petre, 2014, p. 47). De forma geral, os
algoritmos podem ajudar a lidar com o desafio colocado pelo tamanho da tela.

Existing smartwatches have very small touchscreens with no or few buttons on the side,
suggesting the need for new interaction techniques such as voice, haptic, gestural
interfaces, projection, and near-field communication (NFC). Some brands, such as
Android Wear, provide highly reliable voice commands for interaction. Some other
brands are working on interaction through the accelerometer as well as haptic
feedback. Therefore, it is likely that new interaction algorithms and also new UI patterns
will be introduced, and existing approaches will be optimized toward better precision
on a small screen and lower resource us- age. For smartwatches that are smart- phone
dependent, interaction techniques are distributed between both the devices, for example,
supporting keyboard input via the smartphone and voice input via the smartwatch.
(Rawassizadeh, Price, & Petre, 2014, p. 47).

São ainda importantes as questões relacionadas à privacidade a uma possível


padronização dos sistemas operacionais. O vestível com maior sucesso de mercado é o da
Apple, restringindo o alcance do desenvolvimento de aplicativos móveis ao sistema iOS. Tais
questões foram levantadas pela maioria dos casos deste estado da arte.
Por fim, faz-se uma consideração a respeito dos protótipos identificados nesta análise.
Se por um lado a principal característica do vestível é sua incorporação ao humano de forma
orgânica, o que se viu nos protótipos beiram o contrassenso. Capacetes que carregam o telefone,
baterias colocadas no punho e câmeras que exigem movimentos propositais questionam a
factibilidade dos atuais desenvolvimentos.

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O que esperar, então, das tecnologias wearables? “Smartwatches are likely to find their
own place in the market. Just as tablets have not replaced the laptop and smartphones have not
replaced TV remotes, so smartwatches may find their niche without replacing other devices”
(Rawassizagen et al., 2014, p. 47). Diante disso, a contribuição deste documento é fundamental
em termos de entender as práticas de ergonomia associada a essa forma de interação homem-
máquina. Como á área está em rápida evolução, atualizações do estado a arte se fazem
necessárias periodicamente.

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6 Referências

Colley, A., Van Vlaenderen, W., Schöning, J., & Häkkilä, J. (2016, August 26). Changing the
camera-to-screen angle to improve AR browser usage. 442–452.
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