Ceci da Costa Diehl

Mrs. Ceci da Costa Diehl

orcid

Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
30 September 2022 in JMIR Human Factors
Verified
Journal Article
Open access
CDCeci da Costa Diehl
Ceci da Costa Diehl
AMAna Martins
Ana Martins
AAAna Almeida
Ana Almeida
TSTelmo Eduardo Silva
Telmo Eduardo Silva
OROscar Ribeiro
Oscar Ribeiro
ASAnabela G. Silva
Anabela G. Silva
Background: For the development of digital solutions, different aspects of user interface design must be taken into consideration. Different technologies, interaction paradigms, user characteristics and needs, and interface design components are some of the aspects that designers and developers should pay attention to when designing a solution. Many user interface design recommendations for different digital solutions and user profiles are found in the literature, but these recommendations have numerous similarities, contradictions, and different levels of detail. A detailed critical analysis is needed that compares, evaluates, and validates existing recommendations and allows the definition of a practical set of recommendations. Objective: This study aimed to analyze and synthesize existing user interface design recommendations and propose a practical set of recommendations that guide the development of different technologies. Methods: Based on previous studies, a set of recommendations on user interface design was generated following 4 steps: (1) interview with user interface design experts; (2) analysis of the experts’ feedback and drafting of a set of recommendations; (3) reanalysis of the shorter list of recommendations by a group of experts; and (4) refining and finalizing the list. Results: The findings allowed us to define a set of 174 recommendations divided into 12 categories, according to usability principles, and organized into 2 levels of hierarchy: generic (69 recommendations) and specific (105 recommendations). Conclusions: This study shows that user interface design recommendations can be divided according to usability principles and organized into levels of detail. Moreover, this study reveals that some recommendations, as they address different technologies and interaction paradigms, need further work.

CDCeci da Costa Diehl
Ceci da Costa Diehl
Rita TavaresRita Tavares
Rita Tavares
TATaiane Abreu
Taiane Abreu
AAAna Margarida Pisco Almeida
Ana Margarida Pisco Almeida
TSTelmo Eduardo Silva
Telmo Eduardo Silva
OROscar Ribeiro
Oscar Ribeiro
The COVID-19 pandemic of the last two years has affected the lives of many individuals, especially the most vulnerable and at-risk population groups, e.g., older adults. While social distancing and isolation are shown to be effective at decreasing the transmission of the virus, these actions have also increased loneliness and social isolation. To combat social distancing from family and friends, older adults have turned to technology for help. In the health sector, these individuals also had a variety of options that strengthened eHealth care services. This study analyzed the technologies used during the COVID-19 pandemic by a group of older people, as well as explored their expectations of use after the pandemic period. Qualitative and ethnographic interviews were conducted with 10 Portuguese older adults, and data were collected over a period of seven months between 2020 and 2021. The research demonstrated that the use of current and new technologies in the post-pandemic future is likely to be related to overcoming: (i) insecurity regarding privacy issues; (ii) difficulties in using technologies due to the level of use of digital technology; and (iii) the human distancing and impersonal consequences of using these technologies.

7 October 2024 in European Conference on Games Based Learning
Verified
Journal Article
Open access
PDF file
CDCeci da Costa Diehl
Ceci da Costa Diehl
OTOksana of Tymoshchuk
Oksana of Tymoshchuk
Ruth S. Contreras-EspinosaRuth S. Contreras-Espinosa
Ruth S. Contreras-Espinosa
ACAlessandra Carenzio
Alessandra Carenzio
MAMaria João Lopes Antunes
Maria João Lopes Antunes
Nelson ZagaloNelson Zagalo
Nelson Zagalo
The widespread dissemination of contradictory information through various media platforms can increase anxiety and confusion among younger generations. This highlights the need to promote Media Literacy (ML) skills, enabling them to evaluate online information's validity critically. Video game-based learning can be valuable in this context, fostering active learning and critical thinking. Therefore, developing and sharing innovative resources like interactive content and video games is crucial to enhancing young people's ML skills and resilience to disinformation. The YO-MEDIA project, involving three universities in Italy, Portugal, and Spain and a journalist association, aims to develop ML in young people during times of crisis (e.g., pandemics and wars) through game-based learning strategies and professional training. The project carried out 29 semi-structured interviews in the partner countries with various stakeholders to understand perspectives on media design practices and ML formulation for young people in crises. These interviews aimed to collect education and media professionals' insights on promoting ML and critical thinking among youth during crises. It also seeks to gather best practices and understand these professionals' challenges when fostering ML among youth. This study's findings suggest that the interviewees deem ML vital for distinguishing accurate information from misinformation during crises, especially relevant for young individuals. Essential skills for these young people include critical thinking, filtering information, and recognizing online threats. Effective strategies involve operating within digital environments frequented by young people, encouraging critical thinking, and nurturing collaboration. Professionals face challenges such as a lack of training, engaging young people's attention, and keeping pace with digital environments. The interviewees also emphasized the importance of ML training for informal educators and media professionals. They recommended Massive Open Online Courses (MOOCs) for their flexibility and accessibility. According to the interviewees, an ML game should involve research, interpretation, and decision-making processes and be accessible to young people with disabilities. They identified several ML projects and resources, including multimedia labs, youth parliaments, and critical thinking tools. This study contributes to developing games that promote critical thinking and ML in young people. It also aids in establishing ongoing professional training in ML for informal educators, teachers, media professionals, and other stakeholders.