Research

Research & publications

This page gathers publications and research lines in human-computer interaction, educational technology, accessibility, serious games and Learning Analytics.

Research lines

  • Human-computer interaction
  • Learning Analytics
  • Human-AI collaboration
  • Digital accessibility
  • Educational technology
  • Serious games
  • People-centered design

Academic community

I participate in human-computer interaction communities in Mexico and Latin America, mainly through digital communication, web and accessibility work for academic events.

Publications

The list distinguishes journal articles, conferences, book chapters, theses, reports and preprints when applicable. DOI links and academic profiles make the original source available for review.

20 publications.

  1. 2026

    Preprint

    A preprint reporting a multi-output deep learning model that predicts five simultaneous formative indicators during the semester: assignment performance, missed assignments, procrastination rate, exam performance, and exam accuracy. On 4,230 student-course records with 26 features from learning platforms, the model reports R²=0.98, MAE=0.0239 and RMSE=0.0404. SHAP analysis identifies temporality and engagement as key predictors for early academic risk analysis.

  2. 2025

    Journal article

    Empirical validation of the University of Colima web portal through tree testing with nine representative user profiles—students, faculty, staff, and external visitors. Success rates exceed 80% for routine tasks but drop significantly when institutional terminology is ambiguous. Excessive hierarchical depth and ambiguous labeling emerge as primary navigation barriers, with findings providing an evidence base for user-centered portal redesign.

  3. 2025

    Journal article

    A PRISMA 2020 systematic review examining the integration of machine learning (ML) and generative AI (GenAI) in learning analytics in higher education from 2018 to 2025. Screening 9,590 records from 12 databases, 101 peer-reviewed empirical studies were included. ML approaches dominate tasks such as dropout-risk modelling and performance forecasting, while GenAI is emerging in real-time adaptive feedback and sentiment analysis, with transparency and pedagogical grounding as open research challenges.

  4. 2024

    Journal article

    Application of AI tools, including ChatGPT, in the empathy stage of Design Thinking for the development of an online assessment platform at a Mexican public university. The study reports AI-assisted analysis of survey and usability test data, producing Empathy and User Journey Maps that helped identify needs around navigation and cognitive load for educators.

  5. 2024

    Conference

    Collaborative activities of a multidisciplinary and intercultural team of hearing and deaf members contributing to the development of interactive educational resources—both digital and printed—for Spanish literacy among deaf students. The work illustrates how direct deaf participation in the design process enriches outcomes and strengthens the cultural relevance of literacy materials.

  6. 2023

    Conference

    Codesign of a bilingual (Mexican Sign Language–Spanish) web platform for literacy development in deaf children, as part of a national multidisciplinary project in Mexico. Codesign sessions were conducted across four locations with a team of hearing and deaf members. Findings emphasize the need to privilege visual content—videos, animations, and static images—over textual information in interfaces for this population.

  7. 2021

    Journal article

    Automatic accessibility evaluation of two online educational platforms against WCAG conformance levels A, AA, and AAA. Results show that level A issues present low technical difficulty to fix and represent a minor investment relative to the inclusion benefits they provide. The study recommends integrating automatic accessibility checkers as standard practice in educational platform development.

  8. 2021

    Book chapter

    Design and user experience evaluation of El Encanto, a serious game for learning community intervention competencies in undergraduate social work students. The chapter covers the design process, integration of social work curriculum competencies, and findings from user evaluation sessions about contextualized practice in a virtual environment.

  9. 2019

    Book chapter

    Prototype of a conversational interface using Google Assistant to facilitate active reading of study materials on mobile devices for users with visual and/or motor disabilities. The design focuses on improving navigation within long academic texts through voice commands, addressing the key barriers of content writing, navigation, and reading identified in the literature.

  10. 2019

    Journal article

    A proposal for teaching HCI skills in higher education through videogame design and evaluation as course projects. Forty fifth-semester software engineering students participated over a semester. Questionnaire and case study results indicate positive perceptions of the method and effective acquisition of key HCI competencies including task-centered design, user involvement, models of human behavior, and graphical screen design.

  11. 2019

    Conference

    Proposal for a wearable device for continuous real-time monitoring of breathing patterns and heart rate during high-intensity interval exercise. The system integrates vital signs sensors with a mobile application that displays recorded data and issues alerts when signals exceed normal ranges, aiming to support personal health monitoring for athletes.

  12. 2019

    Book chapter

    Review of the use of serious games for competency development in higher education, covering modalities, theoretical foundations, and application cases in university settings. The chapter explores how the playful component activates learning mechanisms, motivates the acquisition of professional competencies, and complements traditional teaching methods.

  13. 2018

    Conference

    Comparison of Keystroke-Level Model (KLM) estimations and real screen reader times in non-visual interaction with an online multiple-choice exam across different speech rates. Results reveal that KLM systematically underestimates real interaction times in most scenarios, indicating the need to adapt the model to adequately characterize non-visual performance and better inform accessible web content design.

  14. 2018

    Journal article

    Usability (SUS) and technology acceptance (TAM) evaluation of a competency-based grading system integrated into the institutional learning platform of the University of Colima, with upper-secondary faculty as participants. Results indicate high acceptance and usability scores, with specific interface improvement opportunities identified through direct observation and post-test interviews.

  15. 2017

    Conference

    A case study of an iPhone user with combined visual and motor impairment, analyzing everyday task performance, access barriers, and workarounds. Results show that the VoiceOver–Siri combination provides partial accessibility, but significant barriers remain for multi-finger gestures and text editing with the keyboard, with direct implications for inclusive mobile interface design.

  16. 2016

    Book chapter

    Usability evaluation methodology for serious games developed at the IHCLab of the University of Colima, illustrated through case studies of educational games in different competency domains. The chapter addresses the special characteristics that distinguish usability testing of serious games from general-purpose software evaluation.

  17. 2015

    Journal article

    User experience evaluation of El Encanto, a serious game designed to support the learning of community intervention competencies in social work students. Usability, enjoyment, and learning effectiveness dimensions were assessed with university students, providing empirical evidence on the game performance as a training tool.

  18. 2013

    Thesis

    Master’s thesis presenting the design and development of El Encanto, a serious game for supporting community intervention competencies in Social Work students. The work combines serious games, user-centered design and educational software as technical training before fieldwork in rural communities.

  19. 2013

    Conference

    Presentation of the design of El Encanto, a serious game for learning community intervention competencies in social work students, at the XII National Congress of Educational Research (COMIE 2013). The game allows simulation of community intervention scenarios without the costs and risks of travel to real communities, addressing the need for contextualized practice in professional training.

  20. 2012

    Conference

    Technology Acceptance Model (TAM) evaluation of a software project management system that supports the Rational Unified Process (RUP) through activity-based computing. The study analyzes perceived usefulness and ease of use, providing empirical evidence on the adoption of the system in software engineering training contexts.

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