it is when players misplace a piece. The online chess
environments do not allow users to misplace pieces
by automatically placing them in their original posi-
tion, giving users a second chance to make their move.
However, despite the fact that the system takes such
action, it does not inform users as to the reason why
their move was not allowed, nor does it help learners
to improve their knowledge of the correct position of
chess pieces.
In the proposed chess environment, the idea is
to monitor the abovementioned situations, providing
user-learners with the necessary help by means of
messages and warnings containing the information re-
quired to fulfil their lack of knowledge. The purpose
of this monitor is not to make users more competitive,
not is it to make them less eager. The objective of the
interactivemonitor is rather to warn users both in dan-
gerous situations and in situations of error by hinting
at the solution without, however, giving out the whole
answer.
5 CONCLUSIONS AND FUTURE
PERSPECTIVES
Departing from the initial hypothesis problem that
learners have difficulty getting motivated to fully en-
joy chess server environments – which is so often
mentioned in the computer-based chess community
–, we strived to find a theoretical basis in Human-
Computer Interaction and particularly in Semiotics
Engineering to develop an interface and interactive
environment capable of privileging communication
among and with user-learners, which in turn consti-
tuted the main objective of our server – thus attending
to the needs of this specific profile.
The methodology we developed especially for
building the interface had its grounds in the differ-
ential features of the project, or more specifically in
the existence of a formal language (FICS) with full
expressivity for the chess community, as well as in
the multi-disciplinary nature of our team, which in
turn allowed for the ongoing and active analysis of
different potential users profiles all through the de-
sign process. This way, we carried out the studying,
classification and modelling of the formal language in
parallel, and we also performed the empirical analysis
of the features of chess servers available on the Inter-
net, as well as a study to develop a resourceful game
environment which fulfills the lack of knowledge of
learners during games. Our methodology, which used
alternativelythe top-down and bottom-up approaches,
was gradually shaped during the periodic meetings
with different users, whose main purpose was to de-
termine the importance and relative frequency of the
commands, the most common terms used in the chess
community,as well the learners specific needs, among
other things.
Therefore, the interface and interaction environ-
ment we developed meets the needs of a commu-
nity whose main concern is to privilege learner-users.
Such concern becomes clear in the interface through
the interactive monitor that provides users with help
during games by warning them about typical error sit-
uations; and through the bar of context menus, which
in turn displays the entire potential of the environment
basically by means of the context information, pro-
viding users with direct access to actions semantically
associated to each menu.
Future works in this area should approach the im-
plementation of the environment (which is already be-
ing carried out), as well as the shift between competi-
tion and cooperation with educational purposes.
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