Arias Flores, Hugo Patricio
Preferred name
Arias Flores, Hugo Patricio
Main Affiliation
Quito
Email
hugoarias@uti.edu.ec
ORCID
0000-0003-0106-6661
Scopus Author ID
57210802646
71 results
Now showing 1 - 10 of 71
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Item type:Publication, Low-Cost Interfaces and Technological Accessibility: A Human–Computer Interaction Approach for the Inclusion of Individuals with Motor Disabilities(Springer Nature Switzerland, 2026); ; ; ; Cerebral palsy (CP) is a neurological disorder of prenatal or perinatal origin that affects motor control, posture, and frequently speech, thereby limiting autonomy and social participation among individuals who experience it. During the transition to adulthood, these limitations tend to intensify, highlighting the need for assistive technologies (AT) that effectively address real-world contexts of use. However, the high cost and limited adaptability of many existing solutions restrict their adoption, particularly in low- and middle-income countries. This study is situated within the field of Human–Computer Interaction (HCI) and aims to evaluate low-cost input devices based on principles of accessibility, ergonomics, and usability, to improve the work performance of individuals with motor disabilities. A qualitative methodology was employed, based on the think-aloud technique, applied to a case study involving an adult with cerebral palsy who interacted with three devices: a conventional trackpad, a MAKEY MAKEY-based interface, and a wireless keyboard with an integrated touchpad. The results indicate that, although the trackpad allows for a degree of progressive adaptation, it presents limitations in tasks requiring bimanual coordination. The MAKEY MAKEY interface provides greater discrete control but demands high levels of coordination and generates fatigue due to its physical configuration. In contrast, the wireless keyboard with an integrated touchpad emerges as the most efficient and ergonomic alternative, as it distributes functions between both hands and reduces physical effort. It is concluded that the adaptation of mass-market consumer technologies, under a user-centered design approach, can offer accessible, functional, and sustainable solutions for the digital inclusion of individuals with motor disabilities. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Interdisciplinary Perspectives on FinTech and Blockchain in Cryptocurrency Platforms: A Systematic Literature Review on Accessibility, Usability, and Digital Inclusion(Springer Nature Switzerland, 2026); ;Luis-Chinchilla, Jose; Calle-Jimenez, TaniaAccording to recent studies, the application of agile methodologies in the development of cryptocurrency platforms can increase efficiency in improving accessibility and usability in digital financial systems by up to 35%. This study conducts a systematic literature review on the integration of FinTech and blockchain technologies, with a particular focus on accessibility and usability in digital platforms. Based on the PRISMA 2020 framework, indexed publications from the Scopus database published between 2021 and 2025 were analyzed. The results reveal a sustained growth in scientific output, especially during the period 2023–2025, with a notable concentration of publications from countries such as Malaysia, Spain, and Ukraine. The main contributing fields include business, computer science, and economics, reflecting the interdisciplinary nature of the topic. Furthermore, the findings highlight the role of FinTech and blockchain in modernizing financial services, improving transactional efficiency, and supporting the achievement of the Sustainable Development Goals (SDGs), particularly those related to environmental sustainability and digital inclusion. Finally, the study recommends expanding future research to include multiple databases and additional keywords in order to generalize the findings and deepen the understanding of the impact of these emerging technologies. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Towards Accessible and Sustainable Universities: Web Accessibility and Human–Computer Interaction in Latin America(Springer Nature Switzerland, 2026) ;Acosta-Vargas, Patricia ;Acosta-Vargas, Gloria ;Salvador-Acosta, Belén ;Salvador-Ullauri, LuisThis study examines web accessibility in Latin American higher education institutions from a Human–Computer Interaction (HCI) perspective, highlighting its relevance to the United Nations Sustainable Development Goals (SDGs), particularly SDG 4 (Quality Education), SDG 9 (Industry, Innovation, and Infrastructure), and SDG 10 (Reduced Inequalities). A quantitative and descriptive research design was applied to 50 universities included in the 2025 Webometrics Ranking, using automated HCI-based evaluation tools (WAVE and Google Lighthouse) to assess compliance with the Web Content Accessibility Guidelines (WCAG) 2.2. The evaluation identified 1,238 accessibility errors and 1,393 contrast-related issues, with most violations concentrated in the Perceivable (67.23%) and Operable (28.36%) principles. Countries such as Brazil, Mexico, Chile, and Colombia exhibited the highest levels of noncompliance, while others showed comparatively lower error densities. These results indicate that accessibility barriers in university websites are primarily systemic, stemming from deficiencies in visual perception, navigation, and semantic structure rather than isolated implementation flaws. The findings reinforce the view that web accessibility should not be treated solely as a technical compliance task, but rather as a human-centered, sustainability-oriented dimension of interaction design. Integrating accessibility within HCI frameworks can enhance digital inclusion, reduce educational inequalities, and promote the development of resilient, inclusive, and sustainable digital ecosystems in higher education across Latin America. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Q’inqu: Inclusive Board Game for the Integration of People with Disabilities(2020); ; Altamirano, I.The educational inclusion of people with disabilities continues to be a great challenge for society. Due to the field’s diversity and complexity, people with disabilities have few opportunities to be integrated into educational activities or even entertainment. This article describes a novel educational resource developed within the field of applied technologies. Q’inqu is an inclusive board game that encourages the family and educational inclusion of people with disabilities. Q’inqu is a Quechua word meaning “Labyrinth”. This is a metaphor for the challenges faced by families living with a person with disabilities, and it also reflects its narrative structure based on the “Legend of the Incas’ treasure”. Q’inqu has the general theme of a traditional board game where turns are taken until the treasure is found. What makes it different is the integration of inclusive elements through the use of technology. There are cards with a braille code, a rectangular board with high relief, and a circular board with textures. An App reads QR codes and also patterns, which present additional information based on augmented reality. These features provide support to blind players and to those who are unable to read, making the game both entertaining and educational. Q’inqu was developed and tested by a multidisciplinary team of 80 people, which included students and professionals from design, education and pedagogy. The most relevant result was that out of 367 ideas that were presented, it was awarded first prize in the category Toys for children with disabilities in the CMA contest held in Ecuador. © 2020, Springer Nature Switzerland AG.Scopus© Citations 6 35 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Applying Usability Engineering in Educational Video Games. Case Study: Learning English for Spanish-Speaking Children Aged 6 to 8 Years(2025) ;Tania Calle-Jimenez; ;Maria-Elena Cruz-ArtiedaSandra Sanchez-GordonThe English Proficiency Index results from 2024 show that the Spanish-speaking population has limited English proficiency. This deficiency has an impact on the population's academic training, as well as on job opportunities. Promoting early English language learning in Spanish-speaking children is essential to ensure comprehensive development at this crucial stage. The methodology proposed in this study focuses on creating an attractive and friendly user experience using design principles based on usability engineering to maximize learning effectiveness. This research aims to solve the problem related to information retention and friendly interaction for Spanish-speaking children aged six to eight years with an educational video game for learning English. The application aims to promote English learning from an early age, taking advantage of children's innate abilities to absorb a language effectively during this development phase. In this research work, an educational video game was designed to ensure that it is usable at all stages of development, from requirements specification to design, coding, and usability testing. Additionally, usability tests were conducted to evaluate the interface and the level of information retention. The results show that the video game developed using the proposed methodology complies with the usability principles.14 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, The Impact of Card Games on Enhancing Financial Education and Daily Life Skills for Older Adults(2024) ;Marcos Chacón-Castro ;Jenny Rengifo; Life expectancy is steadily increasing, and by the year 2030 it is estimated that one in six people in the world will be over 60 years of age. However, this aging population brings with it mental health challenges, with an alarming 20% of older adults facing mental disorders, with depression being the most prevalent. The purpose of this research article is to implement a gamified tool using pictograms to teach financial education to older adults. The methodology employed encompasses a literature review, the design of the gamified tool and the implementation of a pilot test with 11 older adults. According to the results obtained, they reveal that the game designed with pictograms is highly effective in the acquisition of financial knowledge and skills by older adults, thus concluding that gamification and the use of pictograms stand as valuable approaches for active and meaningful teaching, adapting effectively to different demographic groups.23 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Editorial Design Based on User Experience Design(2020); ; ; ; Fierro-Saltos, W.This research deals with editorial design based on user experience design. The traditional editorial design has had to adapt to the new digital media composition, where multimedia audiovisual elements unthinkable a few years ago need to be integrated. The participation of the reader, as an external observer who only receives information through texts and images, now has new scenarios in which he can actively participate and decide what will come to his hands. In this study, a work methodology based on UxD User Experience Design is presented, in which will generate the editorial design of an educational book on environmental issues, which includes augmented reality for children from 6 to 8 years of age. The aim of this study is to know if an editorial product with augmented reality and developed from the user experience design can improve meaningful learning in a playful and active way. For its development, a composition model based on the Fibonacci sequence and the golden ratio will be used. Additionally, its graphic composition will be guided by the Massimo Vignelli canon and will be complemented by the reticular model of Beth Tondreau. The augmented reality markers position will also be based on the composition model previously mentioned, which will allow keeping the attention of the reader in the printed document and in the augmented reality animations. The user experience design will be applied with teachers, parents and students from 4 schools in Quito and Ambato. Once the production is completed, the impact on teaching-learning process will be evaluated with a control and a test group, and the methodology with which they will work in the classroom with the educational material developed will be defined. At the end of the study, copies of the book will be delivered to the participating schools of this research for its implementation. © Springer Nature Switzerland AG 2020.38 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, 3D Printing for STEAM Education(2022) ;Zapata-Rodríguez M.; Alvarez-Tello, Jorge3D printing has been considered a disruptive technology and its impact on education with the generation of educational resources that increase student engagement and improve STEAM learning by promoting their creativity, collaborative work, attention and participation in class, strengthening the development of their skills. This paper discusses the different applications that can be given to rapid prototyping through 3D printing in education and how it can influence the STEAM skills acquired by students. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.40 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Optimizing Agriculture with LoRaWAN and HCI: A Smart Approach to Sustainable Farming(2025); ; ;Cristopher ToapantaModern agriculture faces challenges including water scarcity, excessive fertilizer use, and limited connectivity in rural areas, all exacerbated by climate change. This paper presents a smart agriculture system leveraging LoRaWAN technology and human-computer interfaces (HCI) to address these issues. The proposed system integrates low-cost sensors, a LoRaWAN-based network, and a user-friendly dashboard for real-time monitoring of critical variables such as soil moisture, ambient humidity and temperature. A proof-of-concept implementation demonstrates the system’s effectiveness in optimizing water and fertilizer use while maintaining scalability for large agricultural operations. The system operates reliably within rural environments without relying on traditional internet infrastructure, offering an affordable and sustainable solution. Field tests validate the system’s performance, highlighting its potential to enhance decision-making and resource efficiency in floriculture and beyond. Future work aims to expand the system’s capabilities with additional sensors, artificial intelligence for predictive analytics, and automated control mechanisms, further supporting sustainable farming practices.24 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Exploring the Effectiveness of Assistive Technology: A Preliminary Case Study Using Makey Makey, Tobii Eye Tracker, and Leap Motion(2024); ; Sandra Sanchez-GordónThis study evaluates the usefulness and efficacy of three different continuous input devices - Makey Makey, Tobii Eye Tracker 4C, and Leap Motion - in promoting computer engagement for people with disabilities. A preliminary pilot study was conducted with the participation of one person with several disabilities. They were given various tasks to accomplish using each continuous input device, and their performance was assessed. To conduct the study, an experimental environment including two computers and a designed interface had to be setup. The findings showed that Leap Motion had poor perceived usability and that Makey Makey had the best usability, followed by Tobii Eye Tracker 4C. The pilot study also emphasizes the difficulties and modifications needed for people with disabilities to use these input devices in an efficient manner. These results highlight how crucial it is to create inclusive interfaces and technologies in order to improve accessibility for a range of user demographics16
