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Theil A, Buchweitz L, Schulz AS, Korn O. Understanding the perceptions and experiences of the deafblind community about digital games. Disabil Rehabil Assist Technol 2023; 18:1347-1356. [PMID: 35043736 DOI: 10.1080/17483107.2021.2008026] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/09/2021] [Accepted: 11/12/2021] [Indexed: 12/19/2022]
Abstract
PURPOSE Participation and accessibility issues faced by gamers with multi-sensory disabilities are themes yet to be fully understood by accessible technology researchers. In this work, we examine the personal experiences and perceptions of individuals with deafblindness who play games despite their disability, as well as the reasons that lead some of them to stop playing games. MATERIALS AND METHODS We conducted 60 semi-structured interviews with individuals living with deafblindness in five European countries: United Kingdom, Germany, Netherlands, Greece and Sweden. RESULTS Participants stated that reasons for playing games included them being a fun and entertaining hobby, for socialization and meeting others, or for occupying the mind. Reasons for stop playing games included essentially accessibility issues, followed by high cognitive demand, changes in gaming experience due their disability, financial reasons, or because the accessible version of a specific game was not considered as fun as the original one. CONCLUSIONS We identified that a considerable number of individuals with deafblindness enjoy playing casual mobile games such as Wordfeud and Sudoku as a pastime activity. Despite challenging accessibility issues, games provide meaningful social interactions to players with deafblindness. Finally, we introduce a set of user-driven recommendations for making digital games more accessible to players with a diverse combination of sensory abilities.IMPLICATIONS FOR REHABILITATIONDigital games were considered a fun and entertaining hobby by participants with deafblindness. Furthermore, participants play games for socialization and meeting others, or for occupying the mind.Digital games provide meaningful social interactions and past time to persons with deafblindness.On top of accessibility implications, our findings draw attention to the importance of the social element of gaming for persons with deafblindness.Based on interviews, we introduce a set of user-driven recommendations for making digital games more accessible to players with a diverse combination of sensory abilities.
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Affiliation(s)
- Arthur Theil
- Digital Media Technology Lab, Birmingham City University, Birmingham, UK
| | - Lea Buchweitz
- Affective and Cognitive Institute, Offenburg University of Applied Sciences, Offenburg, Germany
| | - Annika S Schulz
- Affective and Cognitive Institute, Offenburg University of Applied Sciences, Offenburg, Germany
| | - Oliver Korn
- Affective and Cognitive Institute, Offenburg University of Applied Sciences, Offenburg, Germany
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2
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Yamagami M, Portnova-Fahreeva AA, Kong J, Wobbrock JO, Mankof J. How Do People with Limited Movement Personalize Upper-Body Gestures? Considerations for the Design of Personalized and Accessible Gesture Interfaces. ASSETS. ANNUAL ACM CONFERENCE ON ASSISTIVE TECHNOLOGIES 2023; 2023:1. [PMID: 38618626 PMCID: PMC11015695 DOI: 10.1145/3597638.3608430] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 04/16/2024]
Abstract
Always-on, upper-body input from sensors like accelerometers, infrared cameras, and electromyography hold promise to enable accessible gesture input for people with upper-body motor impairments. When these sensors are distributed across the person's body, they can enable the use of varied body parts and gestures for device interaction. Personalized upper-body gestures that enable input from diverse body parts including the head, neck, shoulders, arms, hands and fingers and match the abilities of each user, could be useful for ensuring that gesture systems are accessible. In this work, we characterize the personalized gesture sets designed by 25 participants with upper-body motor impairments and develop design recommendations for upper-body personalized gesture interfaces. We found that the personalized gesture sets that participants designed were highly ability-specific. Even within a specific type of disability, there were significant differences in what muscles participants used to perform upper-body gestures, with some pre-dominantly using shoulder and upper-arm muscles, and others solely using their finger muscles. Eight percent of gestures that participants designed were with their head, neck, and shoulders, rather than their hands and fingers, demonstrating the importance of tracking the whole upper-body. To combat fatigue, participants performed 51% of gestures with their hands resting on or barely coming off of their armrest, highlighting the importance of using sensing mechanisms that are agnostic to the location and orientation of the body. Lastly, participants activated their muscles but did not visibly move during 10% of the gestures, demonstrating the need for using sensors that can sense muscle activations without movement. Both inertial measurement unit (IMU) and electromyography (EMG) wearable sensors proved to be promising sensors to differentiate between personalized gestures. Personalized upper-body gesture interfaces that take advantage of each person's abilities are critical for enabling accessible upper-body gestures for people with upper-body motor impairments.
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Affiliation(s)
- Momona Yamagami
- Paul G. Allen School of Computer Science & Engineering, University of Washington, Seattle Seattle, Washington, USA
| | | | - Junhan Kong
- The Information School | DUB Group, University of Washington, Seattle Seattle, Washington, USA
| | - Jacob O Wobbrock
- The Information School | DUB Group, University of Washington, Seattle Seattle, Washington, USA
| | - Jennifer Mankof
- Paul G. Allen School of Computer Science & Engineering, University of Washington, Seattle Seattle, Washington, USA
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3
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Dixon E, Michaels R, Xiao X, Zhong Y, Clary P, Narayanan A, Brewer R, Lazar A. Mobile Phone Use by People with Mild to Moderate Dementia: Uncovering Challenges and Identifying Opportunities: Mobile Phone Use by People with Mild to Moderate Dementia. ASSETS. ANNUAL ACM CONFERENCE ON ASSISTIVE TECHNOLOGIES 2022; 2022:38. [PMID: 37283282 PMCID: PMC10202486 DOI: 10.1145/3517428.3544809] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/08/2023]
Abstract
With the rising usage of mobile phones by people with mild dementia, and the documented barriers to technology use that exist for people with dementia, there is an open opportunity to study the specifics of mobile phone use by people with dementia. In this work we provide a first step towards filling this gap through an interview study with fourteen people with mild to moderate dementia. Our analysis yields insights into mobile phone use by people with mild to moderate dementia, challenges they experience with mobile phone use, and their ideas to address these challenges. Based on these findings, we discuss design opportunities to help achieve more accessible and supportive technology use for people with dementia. Our work opens up new opportunities for the design of systems focused on augmenting and enhancing the abilities of people with dementia.
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Mitchell CL, Cler GJ, Fager SK, Contessa P, Roy SH, De Luca G, Kline JC, Vojtech JM. Ability-Based Methods for Personalized Keyboard Generation. MULTIMODAL TECHNOLOGIES AND INTERACTION 2022; 6:67. [PMID: 36313956 PMCID: PMC9608338 DOI: 10.3390/mti6080067] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022] Open
Abstract
This study introduces an ability-based method for personalized keyboard generation, wherein an individual's own movement and human-computer interaction data are used to automatically compute a personalized virtual keyboard layout. Our approach integrates a multidirectional point-select task to characterize cursor control over time, distance, and direction. The characterization is automatically employed to develop a computationally efficient keyboard layout that prioritizes each user's movement abilities through capturing directional constraints and preferences. We evaluated our approach in a study involving 16 participants using inertial sensing and facial electromyography as an access method, resulting in significantly increased communication rates using the personalized keyboard (52.0 bits/min) when compared to a generically optimized keyboard (47.9 bits/min). Our results demonstrate the ability to effectively characterize an individual's movement abilities to design a personalized keyboard for improved communication. This work underscores the importance of integrating a user's motor abilities when designing virtual interfaces.
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Affiliation(s)
| | - Gabriel J. Cler
- Department of Speech and Hearing Sciences, University of Washington, Seattle, WA 98105, USA
| | - Susan K. Fager
- Institute of Rehabilitation Science and Engineering, Madonna Rehabilitation Hospital, Lincoln, NE 68506, USA
| | - Paola Contessa
- Delsys, Inc., Natick, MA 01760, USA
- Altec, Inc., Natick, MA 01760, USA
| | - Serge H. Roy
- Delsys, Inc., Natick, MA 01760, USA
- Altec, Inc., Natick, MA 01760, USA
| | - Gianluca De Luca
- Delsys, Inc., Natick, MA 01760, USA
- Altec, Inc., Natick, MA 01760, USA
| | - Joshua C. Kline
- Delsys, Inc., Natick, MA 01760, USA
- Altec, Inc., Natick, MA 01760, USA
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5
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Nolte A, Wobbrock JO, Volkmann T, Jochems N. Implementing Ability-Based Design: A Systematic Approach to Conceptual User Modeling. ACM TRANSACTIONS ON ACCESSIBLE COMPUTING 2022. [DOI: 10.1145/3551646] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/16/2022]
Abstract
The notion of
Ability-Based Design
, put forth by Wobbrock et al. [80, 82] as a solution to the challenge of creating accessible technology, has been discussed in human-computer interaction research now for over a decade. However, despite being cited as influential on various projects, the concept still lacks a general characterization of
how
to implement its required focus on abilities. In particular, it lacks a formulation of how to perceive and model users within an articulated design process. To address this shortcoming, we rely on conceptual user modeling to examine Ability-Based Design and propose a characterization of it that is not dependent upon a specific project or research effort, but that enables the ability-based design of new technologies in a systematic manner. Our findings show that Ability-Based Design’s focus on abilities requires important changes in typical user modeling approaches that cannot be met with current techniques. Based on the challenges identified through our analysis, we propose a first modification not only of current user modeling, but of current requirements analysis approaches to address abilities and their intertwined dependencies with tasks and contexts as core elements of conceptual models in Ability-Based Design. We thereby demonstrate not only the complexity of modeling users’ abilities, but also draw out promising ideas and perspectives for future research, emphasizing the need for future evaluative work on our approach.
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Affiliation(s)
- Amelie Nolte
- Institute for Multimedia and Interactive Systems University of Luebeck, Germany
| | | | - Torben Volkmann
- Institute for Multimedia and Interactive Systems University of Luebeck, Germany
| | - Nicole Jochems
- Institute for Multimedia and Interactive Systems University of Luebeck, Germany
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6
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Yamagami M, Junuzovic S, Gonzalez-Franco M, Ofek E, Cutrell E, Porter JR, Wilson AD, Mott ME. Two-In-One: A Design Space for Mapping Unimanual Input into Bimanual Interactions in VR for Users with Limited Movement. ACM TRANSACTIONS ON ACCESSIBLE COMPUTING 2022. [DOI: 10.1145/3510463] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Abstract
Virtual Reality (VR) applications often require users to perform actions with two hands when performing tasks and interacting with objects in virtual environments. Although bimanual interactions in VR can resemble real-world interactions—thus increasing realism and improving immersion—they can also pose significant accessibility challenges to people with limited mobility, such as for people who have full use of only one hand. An opportunity exists to create accessible techniques that take advantage of users’ abilities, but designers currently lack structured tools to consider alternative approaches. To begin filling this gap, we propose Two-in-One, a design space that facilitates the creation of accessible methods for bimanual interactions in VR from unimanual input. Our design space comprises two dimensions, bimanual interactions and computer assistance, and we provide a detailed examination of issues to consider when creating new unimanual input techniques that map to bimanual interactions in VR. We used our design space to create three interaction techniques that we subsequently implemented for a subset of bimanual interactions and received user feedback through a video elicitation study with 17 people with limited mobility. Our findings explore complex tradeoffs associated with autonomy and agency and highlight the need for additional settings and methods to make VR accessible to people with limited mobility.
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Affiliation(s)
| | | | | | - Eyal Ofek
- Microsoft Research, Redmond, Washington, USA
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7
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Lakes KD, Cibrian FL, Schuck S, Nelson M, Hayes GR. Digital health interventions for youth with ADHD: A systematic review. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2022. [DOI: 10.1016/j.chbr.2022.100174] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022] Open
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8
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Chundury P, Patnaik B, Reyazuddin Y, Tang C, Lazar J, Elmqvist N. Towards Understanding Sensory Substitution for Accessible Visualization: An Interview Study. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:1084-1094. [PMID: 34587061 DOI: 10.1109/tvcg.2021.3114829] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
For all its potential in supporting data analysis, particularly in exploratory situations, visualization also creates barriers: accessibility for blind and visually impaired individuals. Regardless of how effective a visualization is, providing equal access for blind users requires a paradigm shift for the visualization research community. To enact such a shift, it is not sufficient to treat visualization accessibility as merely another technical problem to overcome. Instead, supporting the millions of blind and visually impaired users around the world who have equally valid needs for data analysis as sighted individuals requires a respectful, equitable, and holistic approach that includes all users from the onset. In this paper, we draw on accessibility research methodologies to make inroads towards such an approach. We first identify the people who have specific insight into how blind people perceive the world: orientation and mobility (O&M) experts, who are instructors that teach blind individuals how to navigate the physical world using non-visual senses. We interview 10 O&M experts-all of them blind-to understand how best to use sensory substitution other than the visual sense for conveying spatial layouts. Finally, we investigate our qualitative findings using thematic analysis. While blind people in general tend to use both sound and touch to understand their surroundings, we focused on auditory affordances and how they can be used to make data visualizations accessible-using sonification and auralization. However, our experts recommended supporting a combination of senses-sound and touch-to make charts accessible as blind individuals may be more familiar with exploring tactile charts. We report results on both sound and touch affordances, and conclude by discussing implications for accessible visualization for blind individuals.
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9
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Chen C, Johnson JG, Charles K, Lee A, Lifset ET, Hogarth M, Moore AA, Farcas E, Weibel N. Understanding Barriers and Design Opportunities to Improve Healthcare and QOL for Older Adults through Voice Assistants. ASSETS. ANNUAL ACM CONFERENCE ON ASSISTIVE TECHNOLOGIES 2021; 2021:9. [PMID: 39022668 PMCID: PMC11254122 DOI: 10.1145/3441852.3471218] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 07/20/2024]
Abstract
Voice-based Intelligent Virtual Assistants (IVAs) promise to improve healthcare management and Quality of Life (QOL) by introducing the paradigm of hands-free and eye-free interactions. However, there has been little understanding regarding the challenges for designing such systems for older adults, especially when it comes to healthcare related tasks. To tackle this, we consider the processes of care delivery and QOL enhancements for older adults as a collaborative task between patients and providers. By interviewing 16 older adults living independently or semi-independently and 5 providers, we identified 12 barriers that older adults might encounter during daily routine and while managing health. We ultimately highlighted key design challenges and opportunities that might be introduced when integrating voice-based IVAs into the life of older adults. Our work will benefit practitioners who study and attempt to create full-fledged IVA-powered smart devices to deliver better care and support an increased QOL for aging populations.
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Affiliation(s)
- Chen Chen
- University of California San Diego, La Jolla, CA, United States
| | - Janet G Johnson
- University of California San Diego, La Jolla, CA, United States
| | | | - Alice Lee
- University of California San Diego, La Jolla, CA, United States
| | - Ella T Lifset
- University of California San Diego, La Jolla, CA, United States
| | - Michael Hogarth
- University of California San Diego, La Jolla, CA, United States
| | - Alison A Moore
- University of California San Diego, La Jolla, CA, United States
| | - Emilia Farcas
- University of California San Diego, La Jolla, CA, United States
| | - Nadir Weibel
- University of California San Diego, La Jolla, CA, United States
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10
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A Scoping Review of Ontologies Relevant to Design Strategies in Response to the UN Sustainable Development Goals (SDGs). SUSTAINABILITY 2021. [DOI: 10.3390/su131810012] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/19/2022]
Abstract
Since the initiation of the 2030 Agenda for Sustainable Development in 2015, academia and industry have been taking action to seek how to address the Sustainable Development Goals (SDGs) via research, practice, and community engagement. Due to the UN SDGs comprising comprehensive domain-centric ontologies for reaching a consensus on their achievement, so far there has been a literature gap on how and what product design strategies can help achieve which of the SDGs. Inspired by the implication of creating a better world with design, this study conducted a scoping review to synthesize existing design strategies toward the implementation of the SDGs. More than 110 design strategies/methods were collected and synthesized as evidence to map onto the ontological domains of the SDGs. The results indicate that Goals 8, 9, 11, and 12 can be correspondingly addressed by the current body of design strategies, whereas a gap exists in the design strategies to address Goals 15, 16, and 17. Most of the corresponding strategies can be workable to Goals 3, 4, 6, and 7 to a certain extent and, in a broad sense, are in line with the contextual implications of Goals 1, 2, 5, 10, 13, and 14. This study provides a useful starting point for researchers to explore how design has been contributing to the sustainability goals. It also contributes to existing knowledge of the design discipline by providing methodological guidance for researchers and practitioners to conduct further research and practice on the UN SDGs.
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11
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Bayor AA, Brereton M, Sitbon L, Ploderer B, Bircanin F, Favre B, Koplick S. Toward a Competency-based Approach to Co-designing Technologies with People with Intellectual Disability. ACM TRANSACTIONS ON ACCESSIBLE COMPUTING 2021. [DOI: 10.1145/3450355] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/08/2023]
Abstract
Ability-based design is a useful framework that centralizes the abilities (all that users can do) of people with disabilities in approaching the design of assistive technologies. However, although this framework aspires to support designing with people with all kinds of disabilities, it is mainly effective in supporting those whose abilities can be clearly defined and measured, in particular, physical and sensory attributes of ability. As a result, the ability-based design framework only provides limited guidance to design with users with intellectual disability, whose cognitive, physical, sensory, and practical abilities vary along a spectrum. In this article, we reflect on a long-term co-design study where we leveraged what we termed “competencies,” i.e., the representative practical skills people develop from their participation in life activities, in particular, mainstream technologies, such as social media and the Internet. Our reflection is based on our experience in designing SkillsTube, a web application we co-designed with young adults with intellectual disability to support them to learn life skills through videos. The app's design, which explored and leveraged their social media participation competencies, supported the fundamental participation of all participants and their peers. Their familiarity with the app's social media-inspired design features fostered confidence in their participation, usability, and engagement. Drawing on the findings and design process of the app, we discuss a
Competency-based
approach to designing with people with disabilities that extends upon ability-based design, by grounding it in user competencies.
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12
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Reynoso JMG, Romo LIS. Measuring the Effectiveness of Designing End-User Interfaces Using Design Theories. INTERNATIONAL JOURNAL OF INFORMATION TECHNOLOGIES AND SYSTEMS APPROACH 2020. [DOI: 10.4018/ijitsa.2020070103] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
Software systems are one of the most important technologies that are present in every task that humans and computers perform. Humans perform their tasks by using a computer interface. However, because many developers have not been exposed to one or more courses on Human Computer Interaction (HCI), they sometimes create software using their own preferences based on their skills and abilities and do not consult theories that could help them produce better outcomes. A study was carried out to identity whether software that is developed by using Gestalt Theory combined with interface development principles produces better outcomes compared to software developed using developers' current skills. Results show that participants perceived the system that was developed by a team that had been given training about Gestalt Theory and design guidelines had superior perceived quality compared to another team that did not receive the training. However, results should be taken cautiously.
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13
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Pang KL, Chiang MWL, Guo SY, Shih CY, Dahms HU, Hwang JS, Cha HJ. Growth study under combined effects of temperature, pH and salinity and transcriptome analysis revealed adaptations of Aspergillus terreus NTOU4989 to the extreme conditions at Kueishan Island Hydrothermal Vent Field, Taiwan. PLoS One 2020; 15:e0233621. [PMID: 32453769 PMCID: PMC7250430 DOI: 10.1371/journal.pone.0233621] [Citation(s) in RCA: 16] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/18/2019] [Accepted: 05/08/2020] [Indexed: 12/03/2022] Open
Abstract
A high diversity of fungi was discovered on various substrates collected at the marine shallow-water Kueishan Island Hydrothermal Vent Field, Taiwan, using culture and metabarcoding methods but whether these fungi can grow and play an active role in such an extreme environment is unknown. We investigated the combined effects of different salinity, temperature and pH on growth of ten fungi (in the genera Aspergillus, Penicillium, Fodinomyces, Microascus, Trichoderma, Verticillium) isolated from the sediment and the vent crab Xenograpsus testudinatus. The growth responses of the tested fungi could be referred to three groups: (1) wide pH, salinity and temperature ranges, (2) salinity-dependent and temperature-sensitive, and (3) temperature-tolerant. Aspergillus terreus NTOU4989 was the only fungus which showed growth at 45 °C, pH 3 and 30 ‰ salinity, and might be active near the vents. We also carried out a transcriptome analysis to understand the molecular adaptations of A. terreus NTOU4989 under these extreme conditions. Data revealed that stress-related genes were differentially expressed at high temperature (45 °C); for instance, mannitol biosynthetic genes were up-regulated while glutathione S-transferase and amino acid oxidase genes down-regulated in response to high temperature. On the other hand, hydrogen ion transmembrane transport genes and phenylalanine ammonia lyase were up-regulated while pH-response transcription factor was down-regulated at pH 3, a relative acidic environment. However, genes related to salt tolerance, such as glycerol lipid metabolism and mitogen-activated protein kinase, were up-regulated in both conditions, possibly related to maintaining water homeostasis. The results of this study revealed the genetic evidence of adaptation in A. terreus NTOU4989 to changes of environmental conditions.
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Affiliation(s)
- Ka-Lai Pang
- Institute of Marine Biology and Centre of Excellence for the Oceans, National Taiwan Ocean University, Keelung, Taiwan
| | | | - Sheng-Yu Guo
- Institute of Marine Biology and Centre of Excellence for the Oceans, National Taiwan Ocean University, Keelung, Taiwan
| | - Chi-Yu Shih
- Institute of Marine Biology and Centre of Excellence for the Oceans, National Taiwan Ocean University, Keelung, Taiwan
| | - Hans U Dahms
- Department of Biomedical Science and Environment Biology, Kaohsiung Medical University, Kaohsiung, Taiwan
| | - Jiang-Shiou Hwang
- Institute of Marine Biology and Centre of Excellence for the Oceans, National Taiwan Ocean University, Keelung, Taiwan
| | - Hyo-Jung Cha
- Institute of Marine Biology and Centre of Excellence for the Oceans, National Taiwan Ocean University, Keelung, Taiwan
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14
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Gerling K, Ray M, Abeele VV, Evans AB. Critical Reflections on Technology to Support Physical Activity among Older Adults. ACM TRANSACTIONS ON ACCESSIBLE COMPUTING 2020. [DOI: 10.1145/3374660] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
Abstract
Contemporary policy on ageing overwhelmingly focuses on active ageing and achieving a sustainable increase in disability-free years, leading to an agenda that promotes interventions that often focus on deficits of older persons with little consideration of their perspectives on physical activity. As the integration of technology to support physical activity routines becomes more common, this trend also becomes relevant to the Human-Computer Interaction (HCI) research community.
In this article, we present findings from a structured search of technical systems addressing physical activity among older adults that were published at the most cited HCI venues. Drawing from Thematic Analysis, we explore how the model of active ageing informs existing research, and how it is operationalized in technology design. We find that the deficit-focused perspective on ageing is reflected in many technology solutions published at the most visible HCI venues, and discuss shortcomings and strengths of present research to help guide discourse and future work in HCI.
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Affiliation(s)
| | - Mo Ray
- University of Lincoln, UK
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15
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Yamagami M, Steele KM, Burden SA. Decoding Intent With Control Theory: Comparing Muscle Versus Manual Interface Performance. PROCEEDINGS OF THE SIGCHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS. CHI CONFERENCE 2020; 2020. [PMID: 35342901 DOI: 10.1145/3313831.3376224] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
Abstract
Manual device interaction requires precise coordination which may be difficult for users with motor impairments. Muscle interfaces provide alternative interaction methods that may enhance performance, but have not yet been evaluated for simple (eg. mouse tracking) and complex (eg. driving) continuous tasks. Control theory enables us to probe continuous task performance by separating user input into intent and error correction to quantify how motor impairments impact device interaction. We compared the effectiveness of a manual versus a muscle interface for eleven users without and three users with motor impairments performing continuous tasks. Both user groups preferred and performed better with the muscle versus the manual interface for the complex continuous task. These results suggest muscle interfaces and algorithms that can detect and augment user intent may be especially useful for future design of interfaces for continuous tasks.
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16
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Shinohara K, Jacobo N, Pratt W, Wobbrock JO. Design for Social Accessibility Method Cards. ACM TRANSACTIONS ON ACCESSIBLE COMPUTING 2020. [DOI: 10.1145/3369903] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
Abstract
This article is an extended version of our 2018 ASSETS paper entitled, “Incorporating Social Factors in Accessible Design.” In our ASSETS paper, we demonstrated the viability of the
Design for Social Accessibility
perspective through a series of user-centered workshops with professional designers. With this expanded article, we conducted a follow-up research study with a user-centered design course that examined the use of Design for Social Accessibility Method Cards over a longer design cycle, specifically as the method and cards contributed to a term-long project, rather than just a workshop. We also offer a new analysis on work leading to the development of Design for Social Accessibility, with a focus on how practical considerations in the design process influence how designers engage accessible design. We found that the concrete and real-life scenarios in the Design for Social Accessibility Method Cards helped mediate useful interactions between student designers and deaf and hard-of-hearing users. In addition, we identified how practical choices in investigating strategies for socially accessible design enabled designers to center disabled perspectives. The contributions of this work—when added to the findings of our ASSETS 2018 paper on incorporating social factors—demonstrate the viability of Design for Social Accessibility by providing: (1) empirical data showing that designers can use the Design for Social Accessibility perspective and method cards to generate accessible designs and appropriately engage deaf and hard-of-hearing users to incorporate social considerations; and (2) a summative analysis highlighting practical steps for how designers can use the Design for Social Accessibility perspective and methods cards to create accessible designs.
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17
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Todi K, Jokinen J, Luyten K, Oulasvirta A. Individualising Graphical Layouts with Predictive Visual Search Models. ACM T INTERACT INTEL 2020. [DOI: 10.1145/3241381] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/26/2022]
Abstract
In domains where users are exposed to large variations in visuo-spatial features among designs, they often spend excess time searching for common elements (features) on an interface. This article contributes individualised predictive models of visual search, and a computational approach to restructure graphical layouts for an individual user such that features on a new, unvisited interface can be found quicker. It explores four technical principles inspired by the human visual system (HVS) to predict expected positions of features and create individualised layout templates: (I) the interface with highest frequency is chosen as the template; (II) the interface with highest predicted recall probability (serial position curve) is chosen as the template; (III) the most probable locations for features across interfaces are chosen (visual statistical learning) to generate the template; (IV) based on a generative cognitive model, the most likely visual search locations for features are chosen (visual sampling modelling) to generate the template. Given a history of previously seen interfaces, we restructure the spatial layout of a new (unseen) interface with the goal of making its features more easily findable. The four HVS principles are implemented in Familiariser, a web browser that automatically restructures webpage layouts based on the visual history of the user. Evaluation of Familiariser (using visual statistical learning) with users provides first evidence that our approach reduces visual search time by over 10%, and number of eye-gaze fixations by over 20%, during web browsing tasks.
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Affiliation(s)
- Kashyap Todi
- Department of Communication and Networking, Aalto University, Helsinki, Finland
| | - Jussi Jokinen
- Department of Communication and Networking, Aalto University, Helsinki, Finland
| | - Kris Luyten
- UHasselt - tUL - Flanders Make, Diepenbeek, Belgium
| | - Antti Oulasvirta
- Department of Communication and Networking, Aalto University, Helsinki, Finland
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Barczyszyn GL, Camenar LMDO, Nascimento DDFD, Kozievitch NP, Silva RDD, Almeida LDA, Santi JD, Minetto R. A Collaborative System for Suitable Wheelchair Route Planning. ACM TRANSACTIONS ON ACCESSIBLE COMPUTING 2018. [DOI: 10.1145/3237186] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/28/2022]
Abstract
Route planning is a challenging problem for urban computing that usually involves the processing of a huge amount of data and collaborative user feedback. Traditionally, route planning services are street-based, that is, even paths for a pedestrian are suggested in terms of streets. However, such models are not suitable for users with certain disabilities. To address this problem, we have performed a requirement analysis with a group of wheelchair-users and their companions to understand their urban mobility experience. Given that perspective, we describe in this article a sidewalk-based model to accommodate the needs for a wheelchair route planning service. The model is mathematically defined as a graph, where the vertices are the city block corners and the edges are the sidewalks or crosswalks. The edge costs are derived from important accessibility features, such as distance, path inclination, and existence and maintenance conditions of curb ramps, crosswalks, and sidewalks. The model has been designed so that user feedback is considered to help updating the model when accessibility issues are detected, by wheelchair-users and companions, or solved, by the department of city planning. We also present a route planning algorithm that provides a set of alternative routes based on accessibility conditions, and a shortcut recommender algorithm to support accessibility-related decision making by the department of city planning. Experiments, by using PgRouting and PostGIS with open data, are reported for a Brazilian city neighborhood to validate the model and the route planning service.
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Shinohara K, Bennett CL, Pratt W, Wobbrock JO. Tenets for Social Accessibility. ACM TRANSACTIONS ON ACCESSIBLE COMPUTING 2018. [DOI: 10.1145/3178855] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/17/2022]
Abstract
Despite years of addressing disability in technology design and advocating user-centered design practices, popular mainstream technologies remain largely inaccessible for people with disabilities. We conducted a design course study investigating how student designers regard disability and explored how designing for multiple disabled and nondisabled users encouraged students to think about accessibility in the design process. Across two university course offerings one year apart, we examined how students focused on a design project while learning user-centered design concepts and techniques, working with people with and without disabilities throughout the project. In addition, we compared how students incorporated disability-focused design approaches within a classroom setting. We found that designing for multiple stakeholders with and without disabilities expanded student understanding of accessible design by demonstrating that people with the same disability could have diverse needs and by aligning such needs with those of nondisabled users. We also found that using approaches targeted toward designing for people with disabilities complemented interactions with users, particularly with regard to managing varying abilities across users, or incorporating social aspects. Our findings contribute to an understanding about how we might incur change in design practice by working with multiple stakeholders with and without disabilities whenever possible. We refined
Design for Social Accessibility
by incorporating these findings into three tenets emphasizing: (1) design for disability ought to incorporate users with and without disabilities, (2) design should address functional and social factors simultaneously, and (3) design should include tools to spur consideration of social factors in accessible design.
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A comprehensive digital environment for visually impaired students: user’s perspectives. LIBRARY HI TECH 2017. [DOI: 10.1108/lht-01-2017-0016] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Purpose
The purpose of this paper is to understand the perception of visually impaired undergraduate students about the digital environment in their institutions and develop an online information system suiting their requirements.
Design/methodology/approach
A survey was conducted on undergraduate students enrolled in ten colleges of the University of Delhi. A total of 95 visually impaired students were interviewed individually. Data collected from the respondents were analyzed and interpreted using simple percentage method and is presented in the form of figures.
Findings
The study found that maximum (35.8 percent) respondents access online electronic resources daily. Major constraints faced by them are as follows: inaccessibility of the college notice board, lack of accessibility to existing facilities and resources, lack of assistive technology facilities and unavailability of readers and writers. In total, 51.6 percent respondents indicated that it is cumbersome to access the college website because they are not designed according to the accessibility standards developed for visually impaired students. The respondents also revealed that they are not very familiar with useful devices like Vachak (Hindi Reading Device), SARA CE, Lex (Scanner for Hindi Script). The major reason cited by them is the lack of training and non-availability of trained staff.
Research limitations/implications
DigitVaran contains course contents of the University of Delhi. Course contents of other Universities are not included. However, it is expected that contents related to the syllabi of other universities would be added in future.
Practical implications
The study will help visually impaired students to get the desired course contents conveniently. In addition, librarians of other universities can utilize the findings of the study to develop a comprehensive digital environment for visually impaired students. The study can be helpful in the assessment of digital infrastructure and services to visually impaired students by National Assessment and Accreditation Council and other funding agencies.
Originality/value
The study developed an information system DigitVaran to assist visually impaired undergraduate students in India. The system will help them to access the study materials and make aware of various extracurricular activities of the institutions.
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Dupuy L, Froger C, Consel C, Sauzéon H. Everyday Functioning Benefits from an Assisted Living Platform amongst Frail Older Adults and Their Caregivers. Front Aging Neurosci 2017; 9:302. [PMID: 29033826 PMCID: PMC5626945 DOI: 10.3389/fnagi.2017.00302] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/26/2017] [Accepted: 09/04/2017] [Indexed: 11/13/2022] Open
Abstract
Ambient assisted living technologies (AAL) are regarded as a promising solution to support aging in place. Yet, their efficacy has to be demonstrated in terms of benefits for independent living and for work conditions of caregivers. Hence, the purpose of this study was to assess the benefits of a multi-task AAL platform for both Frail older Individuals (FIs) and professional caregivers with respect to everyday functioning and caregiver burden. In this context, a 6-month field study involved 32 FIs living at home (half of them were equipped by the platform and the remaining half were not, as a control condition) and their caregivers. Everyday functioning measures were reported by frail participants and caregivers. Self-reported burden measures of caregiver were also collected. The main results showed that the caregiver's estimates of everyday functioning of equipped participants were unchanged across time, while they decreased for the control participants. Also, a reduction of self-reported objective burden was obtained after 6 months of AAL intervention for the equipped group, compared to the control group. Overall, these results highlighted the potential of AAL as a relevant environmental support for preventing both functional losses in FIs and objective burden professional caregiver.
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Affiliation(s)
- Lucile Dupuy
- Phoenix Team Project, Inria, Talence, France.,Laboratoire Handicap, Activité, Cognition et Santé (EA 4136), University of Bordeaux, Bordeaux, France
| | | | - Charles Consel
- Phoenix Team Project, Inria, Talence, France.,Bordeaux-National Institute of Technology, Talence, France
| | - Hélène Sauzéon
- Phoenix Team Project, Inria, Talence, France.,Laboratoire Handicap, Activité, Cognition et Santé (EA 4136), University of Bordeaux, Bordeaux, France
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Hossain G, Yeasin M. Analysis of Cognitive Dissonance and Overload through Ability-Demand Gap Models. IEEE Trans Cogn Dev Syst 2017. [DOI: 10.1109/tamd.2015.2450681] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/07/2022]
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Putnam C, Dahman M, Rose E, Cheng J, Bradford G. Best Practices for Teaching Accessibility in University Classrooms. ACM TRANSACTIONS ON ACCESSIBLE COMPUTING 2016. [DOI: 10.1145/2831424] [Citation(s) in RCA: 15] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
Abstract
As Information and Communication Technologies (ICTs) become more diffuse, developers and designers need to consider a growing diversity of users including people with disabilities and aging populations. As a result, computing education needs to respond by providing students opportunities to learn about accessibility and designing for inclusion. This article presents results of a qualitative research study of practices in teaching accessibility in university-level programs in the US. The study included interviews with 18 professors from some of the top universities in the US and a content analysis of syllabi and other teaching materials. Using the pedagogical theory of authentic learning and elements from the 21st Century Skills framework, we found that instructors emphasized the need for students to develop awareness and understanding for a diversity of ICT users through multiple different experiences; experiences that included research projects that directly involve users with disabilities, guest speakers, field trips, simulating disabilities, and the use of videos/movies. Additionally, instructors used multiple resources (e.g., research papers, online resources), in part, to offset the challenge that there is a perceived lack of a comprehensive textbook. Instructors also emphasized the importance of their individual initiative; that is, the inclusion of accessible topics or courses was often linked to a faculty member's research and/or personal commitment. This article contributes to a gap in the literature by disseminating and sharing different approaches to teaching accessibility across multiple instructors, courses, and campuses.
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Affiliation(s)
| | | | - Emma Rose
- University of Washington Tacoma, Tacoma, WA
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Lazar A, Thompson HJ, Demiris G. Design Recommendations for Recreational Systems Involving Older Adults Living With Dementia. J Appl Gerontol 2016; 37:595-619. [PMID: 27106883 DOI: 10.1177/0733464816643880] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/01/2023] Open
Abstract
As the population ages, an increasing number of people will be diagnosed with dementia. Studies have found that insufficient activities are offered in memory care units to people with dementia, even though people benefit tremendously from participating in recreational activities. Information and communication technologies (ICT) can potentially facilitate activities in this setting, yet there is little guidance for designers to develop systems that can support people with dementia in engaging in recreational activities. To fill this gap, recommendations were generated through fieldwork and refined in two rounds of expert feedback. Areas covered include hardware, content, applications, and navigation. Systems should be usable by people with dementia, in addition to staff, to counter disempowerment by not enabling people to use their full abilities. In addition, a diversity of materials is needed to appeal to individuals with dementia who have widely varying backgrounds, abilities, interests, and preferences.
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Shinohara K, Wobbrock JO. Self-Conscious or Self-Confident? A Diary Study Conceptualizing the Social Accessibility of Assistive Technology. ACM TRANSACTIONS ON ACCESSIBLE COMPUTING 2016. [DOI: 10.1145/2827857] [Citation(s) in RCA: 44] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 09/30/2022]
Abstract
With the recent influx of smartphones, tablets, and wearables such as watches and glasses, personal interactive device use is increasingly visible and commonplace in public and social spaces. Assistive Technologies (ATs) used by people with disabilities are observable to others and, as a result, can affect how AT users are perceived. This raises the possibility that what we call “social accessibility” may be as important as “functional accessibility” when considering ATs. But, to date, ATs have almost exclusively been regarded as
functional
aids. For example, ATs are defined by the Technical Assistance to the States Act as technologies that are “used to increase, maintain or improve functional capabilities of individuals with disabilities.” To investigate perceptions and self-perceptions of AT users, we conducted a diary study of two groups of participants: people with disabilities and people without disabilities. Our goal was to explore the types of interactions and perceptions that arise around AT use in social and public spaces. During our 4-week study, participants with sensory disabilities wrote about feeling either
self-conscious
or
self-confident
when using an assistive device in a social or public situation. Meanwhile, participants without disabilities were prompted to record their reactions and feelings whenever they saw ATs used in social or public situations. We found that AT form and function does influence social interactions by impacting self-efficacy and self-confidence. When the design of form or function is poor, or when inequality between technological accessibility exists, social inclusion is negatively affected, as are perceptions of ability. We contribute a definition for the “social accessibility” of ATs and subsequently offer
Design for Social Accessibility (DSA)
as a holistic design stance focused on balancing an AT user's sociotechnical identity with functional requirements.
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User modeling for people with special needs. INTERNATIONAL JOURNAL OF PERVASIVE COMPUTING AND COMMUNICATIONS 2014. [DOI: 10.1108/ijpcc-07-2014-0040] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Purpose
– The purpose of this paper is to present an approach where a novel user modeling wizard for people with motor impairments is used to gain a deeper understanding of very specific (touch-based and touchless) interaction patterns. The findings are used to set up and fill a user model which allows to automatically derive an application- and user-specific configuration for natural user interfaces.
Design/methodology/approach
– Based on expert knowledge in the domain of software/user interfaces for people with special needs, a test-case –based user modeling tool was developed. Task-based user tests were conducted with seven users for the touch-based interaction scenario and with five users for the touchless interaction scenario. The participants are all people with different motor and/or cognitive impairments.
Findings
– The paper describes the results of different test cases that were designed to model users’ touch-based and touchless interaction capabilities. To evaluate the tool’s findings, experts additionally judged the participants’ performance (their opinions were compared to the tool’s findings). The results suggest that the user modeling tool could quite well capture users’ capabilities.
Social implications
– The paper presents a tool that can be used to model users’ interaction capabilities. The approach aims at taking over some of the (very time-consuming) configuration tasks consultants have to do to configure software according to the needs of people with disabilities. This can lead to a wider accessibility of software, especially in the area of gesture-based user interaction.
Originality/value
– Part of the approach has been published in the proceedings of the Interactional Conference on Advances in Mobile Computing and Multimedia 2014. Significant additions have been made since (e.g. all of the touchless interaction part of the approach and the related user study).
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Hurst A, Hudson SE, Mankoff J, Trewin S. Distinguishing Users By Pointing Performance in Laboratory and Real-World Tasks. ACM TRANSACTIONS ON ACCESSIBLE COMPUTING 2013. [DOI: 10.1145/2517039] [Citation(s) in RCA: 7] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/26/2022]
Abstract
Accurate pointing is an obstacle to computer access for individuals who experience motor impairments. One of the main barriers to assisting individuals with pointing problems is a lack of frequent and low-cost assessment of pointing ability. We are working to build technology to automatically assess pointing problems during every day (or real-world) computer use. To this end, we have gathered and studied real-world pointing use from individuals with motor impairments and older adults. We have used this data to develop novel techniques to analyze pointing performance. In this article, we present learned statistical models that distinguish between pointing actions from diverse populations using real-world pointing samples. We describe how our models could be used to support individuals with different abilities sharing a computer, or one individual who experiences temporary pointing problems. Our investigation contributes to a better understanding of real-world pointing. We hope that these techniques will be used to develop systems that can automatically adapt to users’ current needs in real-world computing environments.
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Vickers S, Istance H, Hyrskykari A. Performing Locomotion Tasks in Immersive Computer Games with an Adapted Eye-Tracking Interface. ACM TRANSACTIONS ON ACCESSIBLE COMPUTING 2013. [DOI: 10.1145/2514856] [Citation(s) in RCA: 7] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Abstract
Young people with severe physical disabilities may benefit greatly from participating in immersive computer games. In-game tasks can be fun, engaging, educational, and socially interactive. But for those who are unable to use traditional methods of computer input such as a mouse and keyboard, there is a barrier to interaction that they must first overcome. Eye-gaze interaction is one method of input that can potentially achieve the levels of interaction required for these games. How we use eye-gaze or the gaze interaction technique depends upon the task being performed, the individual performing it, and the equipment available. To fully realize the impact of participation in these environments, techniques need to be adapted to the person’s abilities. We describe an approach to designing and adapting a gaze interaction technique to support locomotion, a task central to immersive game playing. This is evaluated by a group of young people with cerebral palsy and muscular dystrophy. The results show that by adapting the interaction technique, participants are able to significantly improve their in-game character control.
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Koester H, Simpson R, Mankowski J. Software wizards to adjust keyboard and mouse settings for people with physical impairments. J Spinal Cord Med 2013; 36:300-12. [PMID: 23820146 PMCID: PMC3758527 DOI: 10.1179/2045772312y.0000000049] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/31/2022] Open
Abstract
CONTEXT/OBJECTIVE This study describes research behind two software wizards that help users with physical impairments adjust their keyboard and mouse settings to meet their specific needs. The Keyboard Wizard and Pointing Wizard programs help ensure that keyboard and pointing devices are properly configured for an individual, and reconfigured as the user's needs change. We summarize four effectiveness studies and six usability studies. METHODS Studies involved participants whose physical impairments affect their ability to use a keyboard and mouse. Effectiveness studies used an A-B-A design, with condition A using default Windows settings and condition B using wizard-recommended settings. Primary data were performance metrics for text entry and target acquisition. Usability studies asked participants to run through each wizard, with no outside guidance. Primary data were completion time, errors made, and user feedback. RESULTS The wizards were effective at recommending new settings for users who needed them and not recommending them for users who did not. Sensitivity for StickyKeys, pointer speed, and object size algorithms was 100%. Specificity for StickyKeys and pointer speed was over 80%, and 50% for object size. For those who needed settings changes, the recommendations improved performance, with speed increases ranging from 9 to 59%. Accuracy improved significantly with the wizard recommendations, eliminating up to 100% of errors. Users ran through the current wizard software in less than 6 minutes. Ease-of-use rating averaged over 4.5 on a scale of 1 to 5. CONCLUSION The wizards are a simple yet effective way of adjusting Windows to accommodate physical impairments.
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Affiliation(s)
- Heidi Koester
- Koester Performance Research, Ann Arbor, MI 48105, USA.
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Cheong Y, Shehab RL, Ling C. Effects of age and psychomotor ability on kinematics of mouse-mediated aiming movement. ERGONOMICS 2013; 56:1006-1020. [PMID: 23586659 DOI: 10.1080/00140139.2013.781682] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/02/2023]
Abstract
UNLABELLED The objective of this research is to understand the influence of age and age-related psychomotor ability on the process of mouse-mediated aiming movement. It is premised on the notions that (1) mouse-mediated aiming movements can be better understood via studying its kinematics and (2) age is a surrogate variable in kinematic differences, and that age-influenced fundamental factors such as psychomotor ability may have a more direct effect. As expected, age kinematic differences were detected. However, when comparing with age, age-influenced psychomotor ability (i.e. manual dexterity) contributed more substantially to the variances of kinematics in the ballistic phase. For homing phase, in addition to manual dexterity, age-influenced wrist-finger speed was also a significant contributor. In future studies, it is suggested that components of visual processing should be included for better understanding of its role as an age-influenced fundamental ability in aiming movements. Applications of this research are discussed. PRACTITIONER SUMMARY This paper presents empirical data showing age effects in movement kinematics are chiefly mediated by age-related changes in psychomotor ability. Our findings provide additional data for existing and newer performance enhancement solutions, especially for those targeting older adults.
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