Insertion of HCI Practices in a Usability Engineering Course
Luiz Felipe Cirqueira dos Santos
1 a
, Mariano Florencio Mendonc¸a
1 b
, Edmir Queiroz
2 c
,
Elisrenan Barbosa da Silva
2 d
, Shexmo Richarlison Ribeiro dos Santos
1 e
,
Marcus Vinicius Santana Silva
1 f
, Alberto Luciano de Souza Bastos
1 g
,
Marcos Cesar Barbosa dos Santos
1 h
, Marcos Venicius Santos
1 i
and
Marckson F
´
abio da Silva Santos
1 j
1
Federal University of Sergipe, S
˜
ao Crist
´
ov
˜
ao, Sergipe, Brazil
2
IT Courses, Estacio University Center, R. Teixeira de Freitas, Salgado Filho, 10, Aracaju, Brazil
Keywords:
Human-Computer Interaction, Usability Engineering, Flipped Classroom, User Experience, HCI Education.
Abstract:
Including Human-Computer Interaction (HCI) practices is crucial for preparing future professionals to design
systems that effectively meet users’ needs. HCI encompasses methods and techniques to improve interactive
systems’ usability, user experience, and effectiveness. This article presents an experience report on teaching
HCI techniques to a Usability Engineering class using the Flipped Classroom methodology. Through these
techniques, it was possible to explore practically and offer a critical and analytical perspective on developing
practical, efficient, and satisfactory user interfaces.
1 INTRODUCTION
Usability is an essential attribute of software qual-
ity, crucial for accepting interactive systems, espe-
cially on the web (Hitz et al., 2006). In Human-
Computer Interaction (HCI), usability combines user
experience with technology, hardware efficiency, task
nature, and the environment in which the task is per-
formed (Schneider, 2008). The perspective of soft-
ware designers regarding the problem to be modeled
often differs from the user’s perspective on the solu-
tion to the same problem, which can hinder the in-
teraction between the user and the system interface
(Schneider, 2008).
Recent studies emphasize that Human-Computer
a
https://orcid.org/0000-0003-4538-5410
b
https://orcid.org/0000-0003-0732-3980
c
https://orcid.org/0009-0004-6930-3031
d
https://orcid.org/0000-0001-8890-9718
e
https://orcid.org/0000-0003-0287-8055
f
https://orcid.org/0009-0000-9211-5259
g
https://orcid.org/0009-0002-3911-9757
h
https://orcid.org/0000-0002-7929-3904
i
https://orcid.org/0009-0006-1645-6127
j
https://orcid.org/0009-0001-6479-1900
Interaction (HCI) practices must evolve to include
contemporary approaches that reflect technological
advancements and changes in user behavior (Padua,
2019; Jacko, 2012; Stephanidis et al., 2019).
HCI educators must be aware of their role in con-
veying that user experience and experience design are
cross-cutting concepts that should influence all other
areas involved in designing and developing innovative
digital products and services (Barbosa et al., 2014).
The HCI community has undertaken various ini-
tiatives to address this challenge. There are exam-
ples of such initiatives in Boscarioli et al. (Boscar-
ioli et al., 2013; Boscarioli et al., 2014b; Boscarioli
et al., 2014a). However, when considering the con-
stant evolution of technology and the different inter-
action forms it enables, reflecting more deeply on all
significant HCI challenges for the 2012-2022 period
(Pereira et al., 2024), one can identify a consider-
able challenge in HCI education: preparing students
to balance research and practice in HCI, integrating
accessibility, human values, and digital inclusion into
the development of innovative and ethical solutions
for smart and sustainable cities (Barbosa et al., 2014).
Given this complexity, Usability Engineering
emerges as a fundamental approach for developing
computational interfaces, aiming to promote ease of
Cirqueira dos Santos, L. F., Mendonça, M. F., Queiroz, E., Barbosa da Silva, E., Ribeiro dos Santos, S. R., Silva, M. V. S., Bastos, A. L. S., Barbosa Dos Santos, M. C., Santos, M. V. and
Santos, M. F. S.
Insertion of HCI Practices in a Usability Engineering Course.
DOI: 10.5220/0013731900003985
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 21st International Conference on Web Information Systems and Technologies (WEBIST 2025), pages 553-556
ISBN: 978-989-758-772-6; ISSN: 2184-3252
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
553
use, learning, and user satisfaction when interact-
ing with system interfaces (Vieira and Baranauskas,
2003). Furthermore, Usability Engineering seeks to
align the mental model of the developer or designer
with the user’s mental model, thus reducing vision
conflicts and facilitating more intuitive and efficient
interaction (Schneider, 2008).
This article reports on teaching usability evalua-
tion techniques in HCI within the Usability Engineer-
ing course. Heuristic evaluation, interaction testing,
and checklist-based interface inspection covered the
methods covered. These techniques were used dur-
ing the 2024/1 semester in live remote classes on Mi-
crosoft Teams. The adoption of usability practices in
HCI provided an opportunity to teach and prepare stu-
dents to explore and apply evaluation techniques, en-
couraging a critical and analytical approach to design-
ing interfaces that enhance effectiveness, efficiency,
and user satisfaction.
2 EXPERIENCE REPORT
This section presents an experience report describing
the application of usability evaluation techniques in
the Usability Engineering course during the 2024/1
semester for students from various technology pro-
grams. The course delivered remotely via Microsoft
Teams, employed the Flipped Classroom method-
ology to teach ergonomics, usability, and human-
computer interaction principles. The focus was on
interface evaluation, including techniques such as
heuristic evaluation, checklist inspection, and interac-
tion tests, with practical activities documented by the
students.
2.1 The Usability Engineering Course
The course focuses on information presentation and
user interaction principles, covering interaction, inter-
face, ergonomics, usability, and HCI in software de-
velopment. It emphasizes applying ergonomics and
usability to ensure tasks are performed effectively,
efficiently, and satisfactorily, considering users’ ca-
pabilities and limitations. The course also explores
creating scenarios, personas, and conceptual mod-
els, using design and modeling techniques to enhance
user communication. It includes evaluating inter-
face projects based on user needs and goals, aim-
ing for high-quality, usable designs. Additionally,
it promotes the development of accessible web so-
lutions for people with disabilities, ensuring flexible
and widely usable interfaces. Table 1 summarizes the
topics covered.
Table 1: Human-Computer Interaction Topics.
Content
Ergonomics in Human-Computer Interaction
Human-Computer Interface Development
Human-Computer Interface Evaluation
Web Accessibility
2.2 Context and Class Profile
This experience report refers to the 2024/1 semester
of a live remote Usability Engineering course deliv-
ered via Microsoft Teams. The class included 26 un-
dergraduate students from various computing-related
programs: 12 from Systems Analysis and Develop-
ment, nine from Software Engineering, two from In-
formation Systems, and three from Computer Sci-
ence. The students ranged from 18 to 45 years old,
representing a diverse cohort regarding academic ma-
turity and prior experience. Most students were in
their 3rd or 4th semester, with varying levels of fa-
miliarity with HCI concepts.
2.3 Teaching Usability Evaluation
Techniques in the Usability
Engineering Course
The content on usability evaluation techniques was
addressed in Topic 3 of the course syllabus, which fo-
cuses on human-computer interface evaluation. This
content initially requires theoretical knowledge of the
methods to enable their practical application during
assessments. Thus, it was necessary to provide stu-
dents with adequate resources to acquire the founda-
tional theoretical knowledge before applying the us-
ability evaluation techniques outlined in the syllabus.
The Flipped Classroom (FC) methodology was
utilized even in the live remote model. This method-
ology proposes a shift from the traditional teaching
paradigm, allowing students to access theoretical con-
tent at home through materials provided by the in-
structor. During live classes, students practice what
they have learned, participating in practical activities
led by the instructor (Silveira et al., 2018). The FC
model makes classes more productive, transforming
the instructor from a content expositor to a learn-
ing process mediator. Classes become more prac-
tical, featuring significant activities such as discus-
sions, problem-solving, and debates (Martins and Vil-
lela, 2021).
Table 2 describes the practical activities related to
each technique applied during the learning of usabil-
ity evaluation in HCI. Students completed three prac-
tical assignments, documenting and applying the con-
WEBIST 2025 - 21st International Conference on Web Information Systems and Technologies
554
cepts studied while accessing theoretical content.
Table 2: Evaluation and Practical Activity.
Evaluation Practical Activ-
ity
Heuristic Evaluation of
Human-Computer Inter-
faces
Choose an ap-
plication and
conduct a us-
ability evaluation
using Nielsen’s
heuristics
Inspection Evaluation Us-
ing a Human-Computer
Interface Checklist
Four teams of
five and one team
of six students
chose a prototype
and evaluated its
usability using a
checklist
Interaction Testing of
Human-Computer Inter-
faces
The same groups
selected some ap-
plications among
themselves and,
through interface
interaction, re-
ported usability
improvement
points
2.4 Assessment and Evaluation Criteria
Students were evaluated by completing three practi-
cal assignments on usability evaluation techniques:
heuristic evaluation, checklist-based inspection, and
interaction testing. Each activity had defined objec-
tives and a corresponding evaluation rubric. The cri-
teria included: (1) correct application of the tech-
nique, (2) clarity and depth in reporting usability is-
sues, (3) appropriateness of suggested improvements,
and (4) teamwork and collaboration. While no sum-
mative grade was assigned, qualitative feedback was
provided to each group. Future course iterations will
incorporate pre- and post-intervention surveys to as-
sess learning gains and gather student perspectives.
3 RESULTS AND DISCUSSION
It was observed that, through these activities, the
Usability Engineering students could gain a practi-
cal and in-depth understanding of usability principles
and Nielsen’s heuristics (Nielsen, 2005). By evalu-
ating different applications, students learned to iden-
tify common usability issues and recommend imple-
menting effective solutions, thereby improving user-
system interaction. The analysis using checklists al-
lowed students to acquire critical skills in the struc-
tured evaluation of interfaces, fostering a detailed and
analytical perspective.
Direct interaction with applications and the sub-
sequent reporting of improvement points allowed stu-
dents to experience usability in practice, understand-
ing design elements and how their variations influence
user-system interaction. This collaborative evaluation
exercise also encouraged teamwork and fostered ef-
fective student communication. Across all these ac-
tivities, students were able to build a solid foundation
of knowledge and practical skills, preparing them for
future challenges in the usability and interface design
domains.
Table 3 shows the number of assignments submit-
ted, highlighting students’ progress in identifying us-
ability issues and proposing improvements based on
principles like Nielsen’s heuristics (Nielsen, 2005),
fostering a critical and analytical perspective. The
Accessibility assignment raised awareness of inclu-
sion issues, addressing the needs of users with di-
verse abilities and promoting digital equity. The De-
sign Processes in HCI assignments provided insights
into the user-centered development cycle, encourag-
ing creativity and methodology application for inno-
vative solutions. These assignments equipped stu-
dents with technical, ethical, and collaborative skills
to tackle real-world challenges.
Table 3: Completed Assignments and Quantities.
Assignment Quantity
Heuristic Evaluation 10
Accessibility 6
Design Processes in HCI 18
4 CONCLUSION AND FUTURE
WORK
Adopting the Flipped Classroom in teaching HCI
proved to be a practical approach to engage students
and promote critical skills in the field of usability. The
experience described in this paper reinforces the im-
portance of aligning pedagogical practices with con-
temporary guidelines, contributing to the develop-
ment of well-trained professionals who are sensitive
to users’ needs.
The analysis of student submissions, as shown in
Table 3, highlights significant engagement with the
Usability Engineering course practices. The 18 sub-
missions on Design Processes in HCI demonstrate a
strong interest in creative and complex tasks. The 10
Heuristic Evaluation submissions show that students
Insertion of HCI Practices in a Usability Engineering Course
555
developed critical skills in identifying usability issues
and proposing solutions. The six submissions on Ac-
cessibility mark an essential step in raising awareness
of digital inclusion, though further reinforcement is
needed to boost engagement. Overall, the methodol-
ogy sparked student interest and promoted a diverse
education that was aligned to prepare reflective and
efficient professionals for the job market.
Future work includes adopting complementary
approaches to expand the scope of pedagogical prac-
tices. One approach is participatory design, which
engages students in developing solutions with real
users, fostering a deeper understanding of the target
audience’s needs. Additionally, a greater focus on
accessibility is proposed, aiming for more thorough
evaluations of interfaces to promote digital inclusion
and accommodate users with diverse abilities. Fi-
nally, longitudinal studies are recommended to as-
sess the long-term impact of the methodology on pro-
fessional training, providing a broader view of teach-
ing effectiveness in terms of skills and competencies
developed.
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