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	<front>
		<journal-meta>
			<journal-id journal-id-type="publisher-id">teclo</journal-id>
			<journal-title-group>
				<journal-title>TecnoLógicas</journal-title>
				<abbrev-journal-title abbrev-type="publisher">TecnoL.</abbrev-journal-title>
			</journal-title-group>
			<issn pub-type="ppub">0123-7799</issn>
			<issn pub-type="epub">2256-5337</issn>
			<publisher>
				<publisher-name>Instituto Tecnológico Metropolitano - ITM</publisher-name>
			</publisher>
		</journal-meta>
		<article-meta>
<article-id pub-id-type="other">100</article-id> 
			<article-id pub-id-type="doi">10.22430/22565337.3216</article-id>
			<article-categories>
				<subj-group subj-group-type="heading">
					<subject>Editorial</subject>
				</subj-group>
			</article-categories>
			<title-group>
				<article-title>Challenges in Human-Computer Interaction from a Retrospective Perspective: A Global Reflection with Emphasis on Latin America</article-title>
			</title-group>
			<contrib-group>
				<contrib contrib-type="author">
					<contrib-id contrib-id-type="orcid">0000-0001-7903-8316</contrib-id>
					<name>
						<surname>Sarmiento</surname>
						<given-names>Wilson J.</given-names>
					</name>
					<xref ref-type="aff" rid="aff1"><sup>1</sup></xref>
					<xref ref-type="bibr" rid="B1">*</xref>
				</contrib>
				<contrib contrib-type="author">
					<contrib-id contrib-id-type="orcid">0000-0003-1712-1610</contrib-id>
					<name>
						<surname>Sturm</surname>
						<given-names>Christian</given-names>
					</name>
					<xref ref-type="aff" rid="aff2"><sup>2</sup></xref>
				</contrib>
				<contrib contrib-type="author">
					<contrib-id contrib-id-type="orcid">0000-0002-7099-8131 </contrib-id>
					<name>
						<surname>Collazos</surname>
						<given-names>César A.</given-names>
					</name>
					<xref ref-type="aff" rid="aff3"><sup>3</sup></xref>
				</contrib>
			</contrib-group>
			<aff id="aff1">
				<label>1</label>
				<institution content-type="original">Universidad Militar Nueva Granada, Bogotá-Colombia, wilson.sarmiento@unimilitar.edu.co</institution>
				<institution content-type="normalized">Universidad Militar Nueva Granada</institution>
				<institution content-type="orgname">Universidad Militar Nueva Granada</institution>
				<addr-line>
					<city>Bogotá</city>
				</addr-line>
				<country country="CO">Colombia</country>
				<email>wilson.sarmiento@unimilitar.edu.co</email>
			</aff>
			<aff id="aff2">
				<label>2</label>
				<institution content-type="original"> Technical University of Ingolstadt, Ingolstadt-Alemania, christian.sturm@thi.de</institution>
				<institution content-type="orgname">Technical University of Ingolstadt</institution>
				<addr-line>
					<city>Ingolstadt</city>
				</addr-line>
				<country country="DE">Alemania</country>
				<email>christian.sturm@thi.de</email>
			</aff>
			<aff id="aff3">
				<label>3</label>
				<institution content-type="original"> Universidad del Cauca, Popayán-Colombia, ccollazo@unicauca.edu.co</institution>
				<institution content-type="normalized">Universidad del Cauca</institution>
				<institution content-type="orgname">Universidad del Cauca</institution>
				<addr-line>
					<city>Popayán</city>
				</addr-line>
				<country country="CO">Colombia</country>
				<email>ccollazo@unicauca.edu.co</email>
			</aff>
			<author-notes>
				<corresp id="c1">
					<label>*</label>
					<email>wilson.sarmiento@unimilitar.edu.co</email>
				</corresp>
			</author-notes>
			<pub-date date-type="pub" publication-format="electronic">
				<day>08</day>
				<month>11</month>
				<year>2024</year>
			</pub-date>
			<pub-date date-type="collection" publication-format="electronic">
				<season>May-Aug</season>
				<year>2024</year>
			</pub-date>
			<volume>27</volume>
			<issue>60</issue>
			<elocation-id>e100</elocation-id>
			<permissions>
				<license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by-nc-sa/4.0/" xml:lang="en">
					<license-p>This is an open-access article distributed under the terms of the Creative Commons Attribution License</license-p>
				</license>
			</permissions>
			<counts>
				<fig-count count="0"/>
				<table-count count="0"/>
				<equation-count count="0"/>
				<ref-count count="31"/>
				<page-count count="6"/>
			</counts>
		</article-meta>
	</front>
	<body>
		<p>Undeniably, the design and construction of tools to support task execution marked a turning point in our development as a species and society. Some even argue that this point defines our transition to intelligent beings. One of the most significant consequences is that we understand our ability to change and modify the environment for our benefit and comfort. However, it took several thousand years, with the advent of the information and computing era, for us to feel the need to reflect on how we interact with and relate to a particular tool, one that has enabled significant transformations in our environment. This need transformed the human-computer relationship into a subject of interest, study, and research <sup>[</sup><xref ref-type="bibr" rid="B1"><sup>1</sup></xref><sup>], [</sup><xref ref-type="bibr" rid="B2"><sup>2</sup></xref><sup>].</sup></p>
		<p>It is impossible not to wonder what makes the human-computer relationship so special. Looking retrospectively, we must remember that the computer was the first programmable tool at our disposal, endowing it capable of assisting us in any task. Thus, tasks performed with the aid of a computer became more complex from a cognitive perspective, necessitating the design of visual artifacts that abstracted processes, leading to the introduction of the graphical user interface <sup>[</sup><xref ref-type="bibr" rid="B1"><sup>1</sup></xref><sup>], [</sup><xref ref-type="bibr" rid="B2"><sup>2</sup></xref><sup>]</sup>. Achieving this required designing an entire flow of activities that a &quot;user&quot; needed to perform correctly. The terms &quot;user&quot; and &quot;interface&quot; began to be studied within the field of Human-Computer Interaction (HCI), with the goal of seeking alternatives to improve, evaluate, and understand this symbiosis <sup>[</sup><xref ref-type="bibr" rid="B1"><sup>1</sup></xref><sup>], [</sup><xref ref-type="bibr" rid="B2"><sup>2</sup></xref><sup>]</sup>. Several decades have passed since the first studies in interface design and evaluation laid HCI's theoretical and conceptual foundations. Although these foundations remain relevant, technological advances have introduced changes substantially affecting the human-computer relationship.</p>
		<p>The first thing we must consider is that today, any device around us can contain a computing element, meaning that any &quot;object&quot; is potentially a computer and, as such, requires an appropriate interface for its use <sup>[</sup><xref ref-type="bibr" rid="B3"><sup>3</sup></xref><sup>], [</sup><xref ref-type="bibr" rid="B4"><sup>4</sup></xref><sup>].</sup> A very common example is smart televisions, which now have an operating system allowing us to install and uninstall applications according to our needs, with interaction occurring through a remote control, voice commands, or even manual gestures <sup>[</sup><xref ref-type="bibr" rid="B5"><sup>5</sup></xref><sup>].</sup> Another example is infotainment systems, increasingly common in cars, which allow us, through voice commands, a control embedded in the steering wheel, or a touchscreen, to choose the music we want to listen to, adjust the air conditioning temperature, review our to-do list, check the weather forecast, and, of course, navigate to our destination using GPS <sup>[</sup><xref ref-type="bibr" rid="B6"><sup>6</sup></xref><sup>], [</sup><xref ref-type="bibr" rid="B7"><sup>7</sup></xref><sup>]</sup>. We could continue mentioning similar examples, such as smartwatches <sup>[</sup><xref ref-type="bibr" rid="B8"><sup>8</sup></xref><sup>]</sup>, virtual assistants that automate our homes <sup>[</sup><xref ref-type="bibr" rid="B9"><sup>9</sup></xref><sup>],</sup> or our mobile phones <sup>[</sup><xref ref-type="bibr" rid="B10"><sup>10</sup></xref><sup>]</sup>. In the coming years, almost anything could technically be a computer, such as a refrigerator, a bus stop, our glasses, or even the clothes we wear <sup>[</sup><xref ref-type="bibr" rid="B3"><sup>3</sup></xref><sup>], [</sup><xref ref-type="bibr" rid="B4"><sup>4</sup></xref><sup>].</sup></p>
		<p>The second element to consider is the other end of the relationship: the human. Although there are significant gaps and many aspects to discuss regarding the theory of digital natives and immigrants, evidence has shown that the environment in which an individual develops shapes their mental models and how they relate to their environment <sup>[</sup><xref ref-type="bibr" rid="B11"><sup>11</sup></xref><sup>]</sup>. One example of this is experiments where groups of children or adolescents have been allowed to interact with rotary dial phones. In these cases, it has been observed how their mental model of a phone constitutes a barrier that prevents them from identifying the correct procedure to accomplish the task for which the device was designed: making a call. Another example is our social interactions: text messaging changes our standard communication protocols. For many, it is now considered disrespectful to call someone without first asking via text if they can take the call. We must recognize how we work today; it is unthinkable for an employee not to have a mobile phone to read their requests immediately. Even linguistic studies analyze the impact of emoticons and the transformations they have generated in our language. In other words, our environment's developments create changes in mental models that either facilitate or hinder any interaction process <sup>[</sup><xref ref-type="bibr" rid="B11"><sup>11</sup></xref><sup>].</sup></p>
		<p>For this reason, we speak of the symbiotic relationship between humans and computers, where we construct and design computational tools that facilitate our lives. These computational devices alter the mental models with which we interact with our environment. This symbiosis is evident in the renowned Generative Artificial Intelligence (GenAI), introduced to the general public a few years ago. It has sparked significant controversy across all sectors of our society. Discussions have permeated the educational and academic sectors, the legal field, the economic world, and not to mention the audiovisual market. The idea behind GenAI is both fascinating and unsettling <sup>[</sup><xref ref-type="bibr" rid="B12"><sup>12</sup></xref><sup>].</sup> With a single fragment of text, even if poorly written with spelling, grammatical, and stylistic errors, we can request a system to generate an image of a child eating ice cream in front of Castillo de Chapultepec or to provide us with a poem that expresses someone's concern about the political situation in Venezuela, a video of a child dancing at the Carnival of Barranquilla, or a character model for a video game that, although it is a rabbit, has the facial features of the footballer Messi. Yes, all this with just a fragment of text that anyone can write. While it is true that there are still many issues with the results generated by these tools, the changes they are already creating and could create in our mental work models are evident. For example, Adobe Photoshop is probably the most used photo editing tool. It used to require years of experience to perform tasks such as removing an annoying dog from a photo or correcting poor lighting. With Adobe Firefly, we can accomplish these tasks with a text description of what we want: &quot;Remove the white dog from the photo&quot; <sup>[</sup><xref ref-type="bibr" rid="B13"><sup>13</sup></xref><sup>]</sup>. We cannot deny the impact this will have on the way we interact when we can request with our voices something like: &quot;Change the style of the presentation to the background I used at the brand launch two weeks ago and include the logo of our new partner&quot; <sup>[</sup><xref ref-type="bibr" rid="B12"><sup>12</sup></xref><sup>].</sup></p>
		<p>While the concepts of ubiquity and natural interaction have been fundamental in the study of the human-machine relationship, it cannot be denied that research and development have focused on graphical user interfaces for many decades. For this reason, major HCI conferences and forums have created specific spaces with sessions and specialized talks on topics such as interaction with automobiles, tactile and intelligent interaction, affective interaction, immersion, and interaction, ubiquitous or pervasive interfaces, and of course, interaction with GenAI.</p>
		<p>However, these discussions need to be quickly transferred to the professional sector. Currently, most companies dedicated to software development and IT solutions have UI/UX teams primarily focused on designing and evaluating graphical user interfaces, with staff often trained in audiovisual communication or graphic design. In conversations with the Latin American business sector, the need to include professionals with computer science and computing backgrounds, particularly those with knowledge in HCI, has been raised. However, this proposal has yet to be well received. It is curious that decades ago, the academic sector was the first to highlight the importance of including individuals with backgrounds in graphic design, sociology, and anthropology in the software development process.</p>
		<p>As we have noted, the HCI community faces the challenges of the constant changes in the human-computer symbiosis. However, the question arises: What is the state of HCI in Latin America? It is important to mention that our academic community has been in tune with these challenges. In the state of the art, relevant studies have been discussed in Latin American conferences and forums and globally impactful events. Latin American authors have made contributions on topics such as natural interaction <sup>[</sup><xref ref-type="bibr" rid="B14"><sup>14</sup></xref><sup>],</sup> voice interaction with virtual assistants <sup>[</sup><xref ref-type="bibr" rid="B15"><sup>15</sup></xref><sup>],</sup> virtual and augmented reality <sup>[</sup><xref ref-type="bibr" rid="B16"><sup>16</sup></xref><sup>]-[</sup><xref ref-type="bibr" rid="B18"><sup>18</sup></xref><sup>],</sup> infotainment systems <sup>[</sup><xref ref-type="bibr" rid="B19"><sup>19</sup></xref><sup>]-[</sup><xref ref-type="bibr" rid="B22"><sup>22</sup></xref><sup>]</sup> and interaction with GenAI <sup>[</sup><xref ref-type="bibr" rid="B23"><sup>23</sup></xref><sup>],</sup> among others. Despite these advances, there is a significant gap in Latin America. According to academic production figures indexed in Scopus and as reported by SciVal, only 6.7 % of the region's scientific production is among the top 10 % of the most cited publications worldwide. In comparison, the same indicator is 11.6 % for Europe and 15.9 % for North America. Although the figures are not the best, the indicators have shown a generally positive trend, which allows us to maintain an optimistic perspective <sup>[</sup><xref ref-type="bibr" rid="B24"><sup>24</sup></xref><sup>].</sup> For this reason, it is essential to identify the strategies that have enabled the development of HCI in Latin America, continue working along the same lines, and implement new strategies that will drive growth in the region.</p>
		<p>Consolidating collaborative networks is one of the best strategies for encouraging impactful regional and global teamwork. A successful example is the Collaborative Network for Supporting Teaching and Learning Processes in the Field of Human-Computer Interaction in Ibero-America (HCI-Collab). <ext-link ext-link-type="uri" xlink:href="https://hci-collab.uxartetic.com/">https://hci-collab.uxartetic.com/</ext-link>. His network has aimed to create spaces for academic discussion, develop resources for teaching and learning HCI, and generally provide a framework that enables joint work both within Latin America and with collaborators from other regions <sup>[</sup><xref ref-type="bibr" rid="B25"><sup>25</sup></xref><sup>]-[</sup><xref ref-type="bibr" rid="B27"><sup>27</sup></xref><sup>].</sup> In the same direction are the professional and student chapters of various academic and professional societies, which contribute to organizing events, panels, discussions, and the formation of expert committees. In Latin America, ACM SIGCHI (Special Interest Group on Computer-Human Interaction) chapters are notable, with chapters in México, Costa Rica, Colombia, Chile, and Brazil <ext-link ext-link-type="uri" xlink:href="https://www.acm.org/chapters/find-a-chapter">https://www.acm.org/chapters/find-a-chapter</ext-link>
		</p>
		<p>Another strategy that has yielded significant results is consolidating academic events with business presence. This is the case with the Latin American Conference on Human-Computer Interaction (CLIHC), a biennial event endorsed by ACM, and the Ibero-American Conference on Human-Computer Interaction, an annual event organized by the HCI-Collab Network. The latter has established itself as a benchmark for the Latin American HCI community, becoming a must-attend event for discussing new advancements, providing feedback on results obtained by graduate and undergraduate students, and seeking synergies with the business sector <sup>[</sup><xref ref-type="bibr" rid="B25"><sup>25</sup></xref><sup>]-[</sup><xref ref-type="bibr" rid="B27"><sup>27</sup></xref><sup>].</sup> However, the publications presented at these events have yet to achieve the visibility and impact desired. Consequently, efforts have been made to find alternatives for greater dissemination of these results. For this reason, various journals have been approached to publish extended versions of the best papers, as is the case with the work being carried out with this journal.</p>
		<p>Student design competitions, such as those organized by the Jornadas Iberoamericanas de Human-Computer Interaction, are another important strategy that provide an invaluable platform for fostering innovation, collaboration, and discussion without the formality of research results <sup>[</sup><xref ref-type="bibr" rid="B28"><sup>28</sup></xref><sup>].</sup> With a focus on the United Nations Sustainable Development Goals (UN SDGs), these competitions challenge student teams to develop creative solutions to pressing global issues. The rigorous structure, which includes a design brief, a selection committee, a four-day workshop for all students to develop their ideas, and a final presentation before an esteemed panel of academic and industrial judges, ensures that participants are thoroughly prepared, and their ideas are critically evaluated. This format not only hones the participants' technical and creative skills but also fosters a spirit of cross-disciplinary collaboration, as students from various fields such as computer science, design, and entrepreneurship come together to tackle common challenges. The outcomes are projects that are more innovative, well-rounded, and less prone to failure, thanks to the diverse perspectives and expertise brought to the table <sup>[</sup><xref ref-type="bibr" rid="B28"><sup>28</sup></xref><sup>].</sup> At this point, it is important to highlight the participation of Latin American teams in various design and interaction contests, which have distinguished themselves by winning or achieving prominent positions <sup>[</sup><xref ref-type="bibr" rid="B29"><sup>29</sup></xref><sup>]-[</sup><xref ref-type="bibr" rid="B31"><sup>31</sup></xref><sup>].</sup></p>
		<p>Moreover, the value of these competitions extends far beyond the development of individual projects. By bringing together students all over Latin America, these events create a vibrant community of future leaders who are well-versed in both the regional and global contexts of their work. This community-building aspect is crucial, as it encourages the exchange of ideas and experiences across borders, enriching the participants' understanding of different cultures and approaches. The events in Buenos Aires, Argentina in 2023 and in Pereira, Colombia in 2024 exemplify this dynamic, with students and judges from diverse backgrounds contributing to a rich learning environment. Such exposure is instrumental in broadening participants' horizons and enhancing their critical thinking abilities <sup>[</sup><xref ref-type="bibr" rid="B28"><sup>28</sup></xref><sup>].</sup> The competitions also serve as a unique opportunity for students to network with peers, academics, and industry professionals, thereby laying the groundwork for future collaborations. It is imperative for educational institutions, industry leaders, and policymakers to support and engage with these initiatives, recognizing their significant role in shaping the next generation of innovative thinkers and problem solvers in Latin America <sup>[</sup><xref ref-type="bibr" rid="B28"><sup>28</sup></xref><sup>].</sup></p>
		<p>In summary, the challenges arising from the changes in the human-computer symbiosis are significant, creating new spaces for academic discussion to understand, explain, and improve the interaction mechanisms between humans and a diverse ecosystem of computational devices. The HCI sector in Latin America has responded to these challenges appropriately, although evident gaps persist. Nonetheless, strategies have been implemented that have allowed growth and increased visibility. It is essential to continue working on these strategies and to combine efforts to advance further the development of the HCI sector in our region.</p>
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	<sub-article article-type="translation" id="s1" xml:lang="es">
		<front-stub>
			<article-categories>
				<subj-group subj-group-type="heading">
					<subject>Editorial</subject>
				</subj-group>
			</article-categories>
			<title-group>
				<article-title>Desafíos en la Interacción Humano-Computador desde una mirada retrospectiva: Una reflexión global con énfasis en Latinoamérica</article-title>
			</title-group>
			<contrib-group>
				<contrib contrib-type="author">
					<name>
						<surname>Sarmiento</surname>
						<given-names>Wilson J.</given-names>
					</name>
					<xref ref-type="aff" rid="aff1"><sup>1</sup></xref>
					<xref ref-type="bibr" rid="B1">*</xref>
				</contrib>
				<contrib contrib-type="author">
					<name>
						<surname>Sturm</surname>
						<given-names>Christian</given-names>
					</name>
					<xref ref-type="aff" rid="aff2"><sup>2</sup></xref>
				</contrib>
				<contrib contrib-type="author">
					<name>
						<surname>Collazos</surname>
						<given-names>César A.</given-names>
					</name>
					<xref ref-type="aff" rid="aff3"><sup>3</sup></xref>
				</contrib>
			</contrib-group>
			<aff id="aff4">
				<label>1</label>
				<institution content-type="original">Universidad Militar Nueva Granada, Bogotá-Colombia, wilson.sarmiento@unimilitar.edu.co</institution>
			</aff>
			<aff id="aff5">
				<label>2</label>
				<institution content-type="original"> Technical University of Ingolstadt, Ingolstadt-Alemania, christian.sturm@thi.de</institution>
			</aff>
			<aff id="aff6">
				<label>3</label>
				<institution content-type="original"> Universidad del Cauca, Popayán-Colombia, ccollazo@unicauca.edu.co</institution>
			</aff>
			<author-notes>
				<corresp id="c2">* wilson.sarmiento@unimilitar.edu.co</corresp>
			</author-notes>
		</front-stub>
		<body>
			<p>Es indudable que el diseño y la construcción de herramientas para apoyar la realización de tareas marcó un punto de inflexión en nuestro desarrollo como especie y sociedad. Incluso algunos argumentan que es este punto el que define nuestra transición a seres inteligentes. Una de las consecuencias más relevantes es que pudimos comprender nuestra capacidad de cambiar y modificar el entorno para nuestro beneficio y comodidad. Sin embargo, fue necesario que pasaran varios miles de años, con la llegada de la era informática y de la computación, para que sintiéramos la necesidad de reflexionar sobre cómo interactuamos y nos relacionamos con una herramienta en particular, aquella que ha permitido grandes transformaciones en nuestro entorno. Fue esa necesidad la que convirtió la relación humano-computador en un objeto de interés, estudio e investigación <sup>[</sup><xref ref-type="bibr" rid="B1"><sup>1</sup></xref><sup>], [</sup><xref ref-type="bibr" rid="B2"><sup>2</sup></xref><sup>].</sup></p>
			<p>Es imposible no preguntarnos qué tiene de especial la relación humano-computador. Mirando de forma retrospectiva, debemos recordar que el computador fue la primera herramienta programable que tuvimos a nuestra disposición, lo que le confería la capacidad potencial de apoyarnos en cualquier tarea. Así, las tareas realizadas con la ayuda de un computador se volvieron más complejas desde el punto de vista cognitivo, lo que requirió el diseño de artefactos visuales que abstraían procesos, introduciendo la interfaz gráfica de usuario <sup>[</sup><xref ref-type="bibr" rid="B1"><sup>1</sup></xref><sup>], [</sup><xref ref-type="bibr" rid="B2"><sup>2</sup></xref><sup>].</sup> Lograrlo implicaba diseñar todo un flujo de actividades que un &quot;usuario&quot; debía realizar de manera adecuada. Los términos &quot;usuario&quot; e &quot;interfaz&quot; comenzaron a estudiarse en el campo de la Interacción Humano-Computadora (HCI, por sus siglas en inglés), con el objetivo de buscar alternativas para mejorar, evaluar y entender esa simbiosis <sup>[</sup><xref ref-type="bibr" rid="B1"><sup>1</sup></xref><sup>], [</sup><xref ref-type="bibr" rid="B2"><sup>2</sup></xref><sup>].</sup> Han pasado varias décadas desde que los primeros estudios en el diseño y evaluación de interfaces sentaron las bases teóricas y conceptuales del HCI, aunque estas bases siguen siendo vigentes, los avances tecnológicos han introducido cambios que han afectado de manera sustancial esa relación humano-computador.</p>
			<p>Lo primero que debemos considerar es que actualmente cualquier dispositivo a nuestro alrededor puede tener un elemento de computación, es decir, que cualquier &quot;objeto&quot; es potencialmente un computador y, como tal, requiere una interfaz adecuada para su uso <sup>[</sup><xref ref-type="bibr" rid="B3"><sup>3</sup></xref><sup>], [</sup><xref ref-type="bibr" rid="B4"><sup>4</sup></xref><sup>].</sup> Un ejemplo muy cotidiano son los televisores inteligentes, que hoy cuentan con un sistema operativo que nos permite instalar y desinstalar aplicaciones según nuestras necesidades, y donde la interacción se realiza mediante un control remoto, comandos de voz o incluso gestos manuales <sup>[</sup><xref ref-type="bibr" rid="B5"><sup>5</sup></xref><sup>].</sup> Otro ejemplo son los sistemas de infoentretenimiento, cada vez más comunes en los autos, que permiten, mediante comandos de voz, un mando empotrado en el volante o una pantalla táctil, elegir la música que queremos escuchar, cambiar la temperatura del aire acondicionado, escuchar la lista de actividades pendientes, conocer la predicción del clima y, por supuesto, guiarnos mediante un GPS a nuestro destino <sup>[</sup><xref ref-type="bibr" rid="B6"><sup>6</sup></xref><sup>], [</sup><xref ref-type="bibr" rid="B7"><sup>7</sup></xref><sup>].</sup> Podemos seguir mencionando ejemplos similares, como los relojes inteligentes <sup>[</sup><xref ref-type="bibr" rid="B8"><sup>8</sup></xref><sup>],</sup> asistentes virtuales que domotizan nuestro hogar <sup>[</sup><xref ref-type="bibr" rid="B9"><sup>9</sup></xref><sup>]</sup>, o nuestros teléfonos móviles <sup>[</sup><xref ref-type="bibr" rid="B10"><sup>10</sup></xref><sup>].</sup> Se espera que, en los próximos años, prácticamente cualquier cosa sea técnicamente un computador, como una nevera, la parada del autobús, nuestras gafas e incluso la ropa que llevamos puesta <sup>[</sup><xref ref-type="bibr" rid="B3"><sup>3</sup></xref><sup>], [</sup><xref ref-type="bibr" rid="B4"><sup>4</sup></xref><sup>].</sup></p>
			<p>El segundo elemento por considerar es el otro extremo de la relación: el humano. Aunque hay vacíos importantes y muchos aspectos que discutir sobre la teoría de los nómadas y nativos digitales, la evidencia ha demostrado que el ambiente en el cual se desarrolla un individuo estructura sus modelos mentales y, con ellos, la forma en que se relaciona con su entorno <sup>[</sup><xref ref-type="bibr" rid="B11"><sup>11</sup></xref><sup>].</sup> Un ejemplo de esto son los ensayos en los que se ha permitido a grupos de niños o adolescentes interactuar con teléfonos analógicos de disco. En estos casos, se ha observado cómo el modelo mental de un teléfono constituye una barrera que les impide identificar la ruta adecuada para realizar la tarea para la cual fue diseñado ese aparato: hacer una llamada. Otro ejemplo está en nuestras relaciones sociales: la mensajería por texto está cambiando nuestro protocolo estándar de comunicación. Para muchos, hoy en día es una falta de respeto llamar a alguien sin antes preguntar por mensaje si está disponible para atender la llamada. No podemos olvidar la manera en que hoy trabajamos; es impensable que un empleado no cuente con un teléfono móvil para leer inmediatamente las solicitudes que se le realizan. Incluso existen estudios lingüísticos que analizan el impacto de los emoticones y las transformaciones que han generado en nuestro lenguaje. Es decir, los desarrollos en nuestro ambiente están generando cambios en los modelos mentales que facilitan o dificultan cualquier proceso de interacción <sup>[</sup><xref ref-type="bibr" rid="B11"><sup>11</sup></xref><sup>].</sup></p>
			<p>Es por esta razón que hemos hablado de la relación simbiótica entre humanos y computadoras, donde nosotros construimos y diseñamos herramientas computacionales que facilitan nuestra vida, y estos dispositivos computacionales modifican los modelos mentales con los cuales nos relacionamos con el entorno. Esa simbiosis se está evidenciando en la famosa Inteligencia Artificial Generativa (GenIA), la cual ha sido presentada al público general hace unos años y ha generado grandes controversias en todos los sectores de nuestra sociedad. Las discusiones han permeado el sector educativo y académico, el ámbito legal, el mundo económico, entre otros, sin dejar de mencionar el mercado audiovisual. La idea detrás de la GenIA es fascinante y, al mismo tiempo, perturbadora <sup>[</sup><xref ref-type="bibr" rid="B12"><sup>12</sup></xref><sup>].</sup> Con un solo fragmento de texto, incluso mal escrito, con errores ortográficos, gramaticales y de redacción, podemos pedirle a un sistema que nos genere la imagen de un niño comiendo helado frente al Castillo de Chapultepec, o que nos entregue el texto de un poema que exprese la preocupación de una persona por la situación política de Venezuela, el video de un niño bailando en el Carnaval de Barranquilla o el modelo de un personaje para un videojuego que, aunque sea un conejo, tenga los rasgos faciales del futbolista Messi. Sí, todo eso con solo un fragmento de texto, texto que cualquiera puede escribir. Si bien es cierto que todavía hay muchos problemas en los resultados que estas herramientas generan, también es evidente los cambios que está generando y puede generar en nuestros modelos mentales de trabajo. Solo para dar un ejemplo, probablemente la herramienta más usada en edición fotográfica es Adobe Photoshop. Se requerían años de experiencia para realizar tareas como eliminar un molesto perro de una foto o para corregir una mala iluminación. Con Adobe Firefly es posible hacer estas tareas con una descripción en texto de lo que queremos hacer: “Elimina el perro blanco de la foto” <sup>[</sup><xref ref-type="bibr" rid="B13"><sup>13</sup></xref><sup>].</sup> No podemos negar el impacto que tendrá en la forma en que interactuamos cuando podamos simplemente solicitar con nuestras voces algo como: “Cambia el estilo de la presentación por el fondo que usé en el lanzamiento de la marca de hace dos semanas e incluye el logo de nuestro nuevo socio” <sup>[</sup><xref ref-type="bibr" rid="B12"><sup>12</sup></xref><sup>].</sup></p>
			<p>Si bien es cierto que los conceptos de ubicuidad e interacción natural han sido fundamentales en el estudio de la relación hombre-máquina, no se puede negar que durante muchas décadas la investigación y desarrollo se ha centrado en las interfaces gráficas de usuario. Por esta razón, los principales congresos y foros de HCI han creado espacios específicos con sesiones y conferencias especializadas en temas como la interacción con automóviles, la interacción táctil e inteligente, la interacción afectiva, la inmersión y la interacción, las interfaces ubicuas o pervasivas, y, por supuesto, la interacción con GenIA.</p>
			<p>Sin embargo, estas discusiones deben trasladarse rápidamente al sector profesional. En la actualidad, la mayoría de las compañías dedicadas al desarrollo de software y soluciones informáticas tienen equipos de UI/UX enfocados principalmente en el diseño y evaluación de interfaces gráficas, con personal que suele estar formado en comunicación audiovisual o diseño gráfico. En conversaciones con el sector empresarial latinoamericano, se ha planteado la necesidad de incluir en estos equipos a profesionales con formación en informática y computación, especialmente con conocimientos en HCI. Esta propuesta, sin embargo, no ha sido bien recibida. Resulta curioso que, hace décadas, el sector académico fue el primero en resaltar la importancia de incluir personas con formación en diseño gráfico, sociología y antropología en el proceso de construcción de software.</p>
			<p>Como ya hemos señalado, la comunidad de HCI enfrenta los retos del cambio constante en la simbiosis humano-computador. Surge, sin embargo, la pregunta: ¿cuál es el estado de la HCI en Latinoamérica? Es importante mencionar que nuestra comunidad académica ha estado en sintonía con estos desafíos. En el estado del arte, se encuentran estudios relevantes que han sido discutidos tanto en congresos y foros latinoamericanos como en eventos de impacto global. Autores latinoamericanos han realizado contribuciones sobre temas como interacción natural <sup>[</sup><xref ref-type="bibr" rid="B14"><sup>14</sup></xref><sup>],</sup> interacción por voz con asistentes virtuales <sup>[</sup><xref ref-type="bibr" rid="B15"><sup>15</sup></xref><sup>],</sup> realidad virtual y aumentada <sup>[</sup><xref ref-type="bibr" rid="B16"><sup>16</sup></xref><sup>]-[</sup><xref ref-type="bibr" rid="B18"><sup>18</sup></xref><sup>],</sup> sistemas de infoentretenimiento <sup>[</sup><xref ref-type="bibr" rid="B19"><sup>19</sup></xref><sup>]-[</sup><xref ref-type="bibr" rid="B22"><sup>22</sup></xref><sup>],</sup> interacción con GenIA <sup>[</sup><xref ref-type="bibr" rid="B23"><sup>23</sup></xref><sup>],</sup> entre otros. A pesar de estos avances, existe una brecha significativa en Latinoamérica. Según cifras de producción académica indexadas en Scopus y de acuerdo con SciVal, solo el 6.7 % de la producción científica de la región está entre el 10 % de las publicaciones más citadas a nivel mundial. En comparación, el mismo indicador es del 11.6 % para Europa y del 15.9 % para Norteamérica. Aunque las cifras no son las mejores, los indicadores han mostrado una tendencia positiva en general, lo que nos permite mantener una perspectiva optimista <sup>[</sup><xref ref-type="bibr" rid="B24"><sup>24</sup></xref><sup>].</sup> Por esta razón, es fundamental identificar las estrategias que han permitido el desarrollo de HCI en Latinoamérica, continuar trabajando en la misma línea e implementar nuevas estrategias que impulsen el crecimiento en la región.</p>
			<p>Posiblemente, la consolidación de redes de colaboración sea una de las mejores estrategias para incentivar un trabajo colaborativo de impacto regional e incluso global. Un ejemplo exitoso es la Red Colaborativa para Soportar los Procesos de Enseñanza-Aprendizaje en el Área de Interacción Humano-Computador a Nivel Iberoamericano (HCI-Collab) <ext-link ext-link-type="uri" xlink:href="https://hci-collab.uxartetic.com/">https://hci-collab.uxartetic.com/</ext-link>. Esta red ha buscado generar espacios de discusión académica, crear recursos para la enseñanza y aprendizaje de HCI, y en general, proporcionar una dinámica que permita el trabajo conjunto tanto dentro de Latinoamérica como con colaboradores en otras regiones <sup>[</sup><xref ref-type="bibr" rid="B25"><sup>25</sup></xref><sup>]-[</sup><xref ref-type="bibr" rid="B27"><sup>27</sup></xref><sup>].</sup> En la misma dirección están los capítulos profesionales y estudiantiles de diferentes sociedades académicas y profesionales, los cuales contribuyen en la organización de eventos, paneles, conversatorios y la formación de comités de expertos. En Latinoamérica, se destaca la presencia de los capítulos de ACM SIGCHI (Special Interest Group on Computer-Human Interaction), con capítulos en México, Costa Rica, Colombia, Chile y Brasil <ext-link ext-link-type="uri" xlink:href="https://www.acm.org/chapters/find-a-chapter">https://www.acm.org/chapters/find-a-chapter</ext-link>.</p>
			<p>Otra de las estrategias que ha generado importantes resultados es la consolidación de eventos académicos con presencia empresarial. Es el caso del Latin American Conference on Human Computer Interaction CLIHC, evento bienal avalado por ACM, y de las Jornadas Iberoamericanas de Interacción Humano-Computadora, evento anual organizado por la Red HCI Collab. Este último evento se ha consolido como referencia de la comunidad HCI latinoamericana convirtiéndose en una cita obligada para la discusión de nuevos avances, retroalimentación de los resultados obtenidos por estudiantes tanto de posgrado como de pregrado, así como la búsqueda de sinergias con el sector empresarial <sup>[</sup><xref ref-type="bibr" rid="B25"><sup>25</sup></xref><sup>]-[</sup><xref ref-type="bibr" rid="B27"><sup>27</sup></xref><sup>].</sup> No obstante, las publicaciones realizadas en estos eventos aún no han logrado la visibilidad e impacto deseados, por esa razón se ha buscado alternativas que permitan una mayor difusión de estos resultados. Por lo tanto, se ha buscado que diferentes revistas publiquen versiones extendidas de los mejores trabajos, con es el caso del trabajo que se ha venido realizando con esta revista.</p>
			<p>Las competencias de diseño estudiantil, como las organizadas por las Jornadas Iberoamericanas de Interacción Humano-Computadora, son otra importante estrategia que ofrecen una plataforma invaluable para fomentar la innovación, la colaboración y la discusión sin requerir el formalismo de un resultado de investigación <sup>[</sup><xref ref-type="bibr" rid="B28"><sup>28</sup></xref><sup>].</sup> Con un enfoque en los Objetivos de Desarrollo Sostenible de las Naciones Unidas (ODS), estas competencias desafían a los equipos de estudiantes a desarrollar soluciones creativas para problemas globales urgentes. La estructura rigurosa, que incluye un enunciado de diseño, un comité de selección, un taller de cuatro días para que todos los estudiantes desarrollen sus ideas y una presentación final ante un panel distinguido de jueces académicos e industriales, asegura que los participantes estén completamente preparados y que sus ideas sean evaluadas críticamente. Este formato no solo perfecciona las habilidades técnicas y creativas de los participantes, sino que también fomenta un espíritu de colaboración interdisciplinaria, ya que estudiantes de diversos campos como la informática, el diseño y el emprendimiento se unen para enfrentar desafíos comunes. Los resultados son proyectos más innovadores, bien elaborados y menos propensos al fracaso, gracias a las perspectivas y experiencias diversas aportadas <sup>[</sup><xref ref-type="bibr" rid="B28"><sup>28</sup></xref><sup>].</sup> En este punto es importante resaltar la participación de equipos latinoamericanos en diferentes concursos de diseño e interacción que se han destacado ganando u ocupando importantes posiciones <sup>[</sup><xref ref-type="bibr" rid="B29"><sup>29</sup></xref><sup>]-[</sup><xref ref-type="bibr" rid="B31"><sup>31</sup></xref><sup>].</sup></p>
			<p>Además, el valor de estas competencias va más allá del desarrollo de proyectos individuales. Al reunir a estudiantes de toda América Latina, estos eventos crean una comunidad vibrante de futuros líderes que están bien versados en los contextos regionales y globales de su trabajo. Este aspecto de construcción de comunidad es crucial, ya que fomenta el intercambio de ideas y experiencias a través de las fronteras, enriqueciendo la comprensión de los participantes sobre diferentes culturas y enfoques. Los eventos en Buenos Aires, Argentina en 2023 y en Pereira, Colombia en 2024 ejemplifican esta dinámica, con estudiantes y jueces de diversos orígenes contribuyendo a un entorno de aprendizaje enriquecedor. Tal exposición es fundamental para ampliar los horizontes de los participantes y mejorar sus habilidades de pensamiento crítico <sup>[</sup><xref ref-type="bibr" rid="B28"><sup>28</sup></xref><sup>].</sup> Las competencias también sirven como una oportunidad única para que los estudiantes establezcan contactos con compañeros, académicos y profesionales de la industria, sentando así las bases para futuras colaboraciones. Es imperativo que las instituciones educativas, los líderes de la industria y los responsables de políticas apoyen y se comprometan con estas iniciativas, reconociendo su papel significativo en la formación de la próxima generación de pensadores innovadores y solucionadores de problemas en América Latina <sup>[</sup><xref ref-type="bibr" rid="B28"><sup>28</sup></xref><sup>].</sup></p>
			<p>En resumen, los retos derivados de los cambios en la relación simbiótica humano-computador son significativos, generando nuevos espacios de discusión académica para entender, explicar y mejorar los mecanismos de interacción entre el ser humano y un diverso ecosistema de dispositivos computacionales. El sector de HCI en Latinoamérica ha respondido a estos desafíos de manera adecuada, aunque persisten evidentes brechas. No obstante, se han implementado estrategias que han permitido su crecimiento y visibilidad. Es fundamental seguir trabajando en estas estrategias y sumar esfuerzos para continuar impulsando el desarrollo del sector de HCI en nuestra región.</p>
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