| Fundamentals of Inclusive HCI Design | | BIBAK | Full-Text | 3-9 | |
| Julio Abascal; Luis Azevedo | |||
| In this paper authors review several fundamental issues necessary for the
design of inclusive human-computer interaction systems. The main objective is
to vindicate the adoption of the Universal Accessibility paradigm in the design
of main stream applications. Given that the authors think that current
technology and design methods and tools are mature enough for inclusive design,
they studied the conditions for its full deployment and propose the elimination
of the found obstacles. In this paper, after justifying the importance of the
Design for All, the main restrictions to inclusive design are reviewed and the
need for a user oriented approach is showed. Other crucial matters to ensure
inclusive design, such as user full participation and ethical and social impact
avoidance, are analyzed. To finish, the role of the Assistive technology, in
relation to Design for All is discussed. Keywords: Universal Accessibility; Inclusive Design; Design for All; Ethics; Users
with disability | |||
| Ensuring Access to the Information Society for People with Disabilities Through Effective Use of Design for All Methodologies | | BIBA | Full-Text | 10-18 | |
| Bob Allen; Bryan Boyle | |||
| Since the European Commission's Information Society Technologies Program Advisory Group (ISTAG) coined the phrase "ambient intelligence" [1], [2] a much anticipated future has been considered. That future would involve people with disabilities living in a world populated by interconnected networks of intelligent devices, providing the means for communication, information retrieval, entertainment. A responsibility now exists to include people with disabilities in the debate and discussion of what such a future will mean to them, how it will improve their quality of life and how the potential of future technologies can be appropriately exploited. This paper outlines a collaborative process undertaken by the Central Remedial Clinic, providing a total of 34 people with different disabilities with an opportunity to reflect on and discuss the ISTAG scenarios and envision their own future as citizens with disabilities in a world surrounded by and supported by, as yet unrealised, ambient intelligences. | |||
| Investigating the Use and Adoption of Self-service Technology in China | | BIBA | Full-Text | 19-27 | |
| Maryam Aziz; Zhengjie Liu; Graham I. Johnson; Haixin Zhang; Junliang Chen; Huijuan Wu; Hao Jiang | |||
| Self-service technology use and adoption can be seen as an evolutionary process. From a conceptual perspective, evolution delivers the growing advantages of self-service. From a practical perspective, evolution is based on user perceptions and attitude toward adopting the technology. Based on the latter perspective of technology adoption, this paper presents an analysis of three empirical studies exploring self-service solutions for Chinese customers. These studies involve several user-centred research methodologies. The studies were carried out as a result of research collaboration between Sino-European Usability Centre (SEUC), Dalian Maritime University, China and Advanced Technology and Research (AT&R), NCR, U.K. The first study investigates the introduction of a basic automated teller machine (ATM) accommodating Chinese user requirement. Findings indicate that the relationship between individuals' pre-adoption and post-adoption perceptions of ATMs was a critical determinant of its continued use. The second study focussed on the functionality of ATMs in terms of using cash deposit solution. The study reports that the successful use of cash deposit was evaluated on the basis of users' understanding of deposit solution. The third study addressed biometric technology use for enhanced security on ATMs. Consistent with previous findings, user perceptions emerged as an important determinant of biometric technology adoption in the Chinese financial market. Based on user perceptions, these studies provide an understanding into the self-service future in China. Several user-centred design guidelines to adapt self-service technology to Chinese user requirements have emerged. Also, these studies offer valuable outcomes in terms of useful insights into the current Chinese banking culture. These insights provide Chinese financial institutions a basis to strategically introduce self-service technology on a broad scale. | |||
| Determining Accessibility Needs Through User Goals | | BIBA | Full-Text | 28-35 | |
| Kevin Carey; Rosaria Gracia; Christopher Power; Helen Petrie; Stefan Carmien | |||
| Access to information remains a major challenge for people with disabilities. In this paper, an approximate model of how people access information is proposed. This model is presented in the context of the sequence of goals that must be completed by a user to access an information source. This model has led to the development of a tool, the Accessibility Information Matrix that can be used to guide the design of technologies and techniques for information access. | |||
| "It's Not What You Do, It's the Way That You Do It": The Challenge Workshop -- A Designer-Centred Inclusive Design Knowledge Transfer Mechanism for Different Contexts | | BIBAK | Full-Text | 36-45 | |
| Julia Cassim | |||
| This paper will look at the Challenge Workshop, a knowledge transfer model
on the inclusive design process based on the seven DBA Inclusive Design
Challenges organised at the Royal College of Art (RCA) since 2000 by the author
in collaboration with the Design Business Association, the leading trade
association for designers in the UK. This mentored annual competition sees
leading UK design firms work with consumers with severe disabilities to develop
innovative, inclusive and aspirational product and service prototypes for the
mainstream market. It will focus on how this collaborative model has been
further developed into creative workshops of varying lengths and iterations in
different contexts in the UK, Japan, Israel and Singapore to inspire and inform
designers, engineers and others of the innovative possibilities of inclusive
design and in the process change their perceptions. The paper will also
describe how the workshop has been adapted to and addressed the different
knowledge transfer challenges of each cultural context and will show examples
of some of the outstanding design proposals that have emerged. Keywords: inclusive design; knowledge transfer; disability; design innovation | |||
| Meta-design to Face Co-evolution and Communication Gaps Between Users and Designers | | BIBAK | Full-Text | 46-55 | |
| Maria Francesca Costabile; Daniela Fogli; Rosa Lanzilotti; Andrea Marcante; Piero Mussio; Loredana Parasiliti Provenza; Antonio Piccinno | |||
| The paper presents a meta-design approach to the design and development of
interactive systems, which bridges the communication gaps arising among the
members of an interdisciplinary design team including different experts:
software engineers, human-computer interaction experts, end users as domain
experts. Each experts is a stakeholder that proposes design solutions from
her/his perspective. The approach, which relies on a novel model of Interaction
and Co-Evolution processes, also supports co-evolution of users and systems. Keywords: Meta-design; Communication gap; Co-evolution; End-user development | |||
| Enabling International Usability Using Multicultural and Geographically Disperse Teams | | BIBAK | Full-Text | 56-65 | |
| Elisa del Galdo; Sushmita Munshi; Christine Truc-Modica | |||
| This paper explores the challenges of running large scale international
usability tests and attempts to provide useful information on how to
effectively and efficiently design and administer these types of projects. The
information in this paper is based on the experience of the three authors, who
have all been involved in a number of large-scale international usability tests
as managers of the projects, designers of the tests and as practitioners
responsible for the collection, reduction, and analysis of user data. Practical
advice is provided on how to best approach the many challenges of running these
types of projects. Keywords: Internationalionlisation; Internationalization; Usability Testing; Remote
Usability Testing; Cross Cultural Design; Multi-national Teams; International
Project Management; International Project Logistics | |||
| Shifting Paradigms in Universal Design | | BIBAK | Full-Text | 66-74 | |
| Hua Dong | |||
| The theory and practice of Universal Design have evolved over the last
twenty years. Based on a review of relevant publications in design, ergonomics
and Human-Computer Interaction, the author summaries the evolution in terms of
two shifting paradigms: one is from the separation of the 'Assistive Technology
Approach' (top-down) and the 'Idealistic Universal Design Approach' (bottom-up)
to the integration of the two approaches; the other is from adopting
discipline-specific research approaches to collaboration in multidisciplinary
research teams. Because of the close relationship between Universal Design and
Human Factors and Ergonomics, the challenges of future development of Universal
Design are also discussed with regard to the revolution and shifting paradigms
in Human Factors and Ergonomics. Keywords: shifting paradigms; Universal Design; Human factors and ergonomics | |||
| Dealing with the Challenges of Interpreting International User Research | | BIBAK | Full-Text | 75-81 | |
| Susan M. Dray; David A. Siegel | |||
| User research always presents challenges of interpretation, but these
challenges are much greater when the research is done internationally. This is
true regardless of whether the research is carried out in one country other
than the researcher's own, or in multiple countries. In this paper, we discuss
a number of these challenges, and to offer some practical ways to minimize
them. Keywords: International User Research; Interpretation; User-Centered Design (UCD);
Ethnography; User Experience | |||
| Privacy Issues for the Disclosure of Emotions to Remote Acquaintances Without Simultaneous Communication | | BIBAK | Full-Text | 82-91 | |
| Sébastien Duval; Christian Becker; Hiromichi Hashizume | |||
| We discuss the privacy issues related to the design of systems that disclose
information about emotions to remote acquaintances, without simultaneous
communication: users do not chat, see or hear each other. We consider the
acquisition of information, storage, processing, multi-modal rendering, and
interactions. We illustrate our points with the system we designed for
affective bonding and support with family and friends. Our most significant
contribution is the provision of a first overview of the whole process for
everyday life uses. Keywords: Communication; Emotions; Family; Friends; HCI; Privacy; Ubiquity; Wearable | |||
| Strategic User Research at Home and Abroad | | BIBAK | Full-Text | 92-97 | |
| Sheryl M. Ehrlich | |||
| Much of the international focus at companies tends to be on localization.
Localization is critical to helping a company be a player in international
markets, but strategic user research can play a significant role in driving the
company's international strategy, identifying and defining key opportunities.
The methods used in strategic research also need to go beyond localization in
order to realize their full potential. Properly "culturalized" research efforts
can help a company reach beyond localization in several ways. This paper will
explore how Adobe Systems has engaged in research to extend its offerings in
geographies outside of the United States, and in particular it will draw from
examples of activities and solutions for the Japanese market. Keywords: Strategic user research; international research; business opportunities;
Japan; culturalization | |||
| Designing for Inclusivity | | BIBA | Full-Text | 98-106 | |
| Satinder P. Gill | |||
| In this paper, the concerns of inclusivity with respect to technology are with the fragmenting effects upon our interaction and social practices of transferring and transforming knowledge when we use technology as part of our communication and decision-making processes. Through identifying and analysing these effects and the issues they raise for design and use of technology, the paper develops some basic principles of human-centred systems deemed essential for designing for inclusivity. | |||
| CBEADS©: A Framework to Support Meta-design Paradigm | | BIBA | Full-Text | 107-116 | |
| Athula Ginige; Buddhima De Silva | |||
| We have developed a meta-model for Business applications. To generate applications using this meta-model we created a Component Based EBusiness Application Development and Deployment Shell; CBEADS©. The meta-model we created was based on three abstraction levels: Shell, Applications and Functions. The Shell provides the functionality common to any Web-based Business Application, and a set of configurable components and tools to create functions that are specific to an application. By using CBEADS© we can rapidly develop Web-based Business Applications by creating instances of the meta-model based on the Meta Design Paradigm. The key aspect that underpinned this research work was the viewpoint that "software is a medium to capture knowledge rather than a product". The developer's knowledge is embedded into the shell and the tools. The End-user's knowledge is used to populate instances of the meta-model from which applications are generated within CBEADS©. | |||
| Formats for User Data in Inclusive Design | | BIBA | Full-Text | 117-126 | |
| Joy Goodman; Patrick Langdon; P. John Clarkson | |||
| Although information about users is vitally important in inclusive design, its use is often limited. The literature suggests that this is, at least in part, due to the ways in which the information is provided, which do not always match designers' needs. We therefore conducted a study to discover the information formats that designers do and do not like and use. In this paper, we draw implications for the presentation of design information, suggesting that it should be quick and easy to find and use, visual and stimulating, flexible and open-ended, and relate clearly and concretely to design issues. We also propose two categorisations of information formats and types and discuss the suitability of some specific examples of types of user information. | |||
| Designers' Perceptions of Methods of Involving and Understanding Users | | BIBA | Full-Text | 127-136 | |
| Joy Goodman; Susannah Clarke; Patrick Langdon; P. John Clarkson | |||
| Numerous methods have been developed to help designers to understand and consider the needs and desires of end-users, but many have had limited uptake in design practice. In order to understand why this is and to enable the development of more effective methods and tools, it is important to uncover how designers themselves think about and react to these methods. We are therefore currently conducting a card-sorting study with designers. We aim to uncover their perceptions of underlying similarities and relationships between design methods, and relate them to the frequency and enjoyment of use. This paper presents results from an initial sample of six designers. A cluster analysis identified a very strong clustering in these results, indicating that common underlying views about methods do exist. Six key clusters are identified, including two focused on user involvement and one on understanding users without direct user contact. The effect of different method characteristics on the frequency and enjoyment of method use are also considered. Initial results indicate that certain clusters of methods are used more often, as are methods that are informal and cheap. | |||
| Redesigning Earplugs: Issues Relating to Desirability and Universal Access | | BIBA | Full-Text | 137-146 | |
| Hua Dong; Stephen Green; Neil Thomas | |||
| Young people growing up with increasing social noises face the risk of hearing damage because of their long term exposure to loud music. Few hearing protection products on the market were designed for this young market. The challenge was to design earplugs that appeal to 18-30 year olds with a focus on desirability. Using personas and scenarios as tools, design students at Brunel University developed a range of creative concepts for aesthetically pleasing earplugs. The project illustrates that by focusing on desirability and key issues of universal access (i.e. diversity of users, tasks and contexts), a medical type of product could become as popular as fashion accessories, thus appealing to the mass market. | |||
| Universal Design and Mobile Devices | | BIBAK | Full-Text | 147-156 | |
| Rita Hellman | |||
| The use of mobile technologies for self services, and the inclusion of
elderly and cognitively disabled users in the self-service society can be
improved by the application of appropriate accessibility guidelines for mobile
devices. We show how to operationalize the principles of universal design, and
how to realize these principles on mobile devices. Ten categories of
accessibility guidelines are presented, and accessible user interfaces for an
electronic service on a mobile phone are demonstrated. Keywords: Cognitive disabilities; Design guidelines; Elderly; Mobile phones;
Self-service society; Universal design; User interface | |||
| A Method of Design Improvement with the Structured Product Concept | | BIBAK | Full-Text | 157-163 | |
| Ichiro Hirata; Toshiki Yamaoka | |||
| The product development in service science will become important for
manufacturing industry. Therefore, the introduction of the "service science"
concept is necessary in product development. This paper proposes a design
improvement method based on HCD (Human Centered Design) concept, which can be
introduced to middle/small enterprises, with the structured product concept. A
case study of the operation panel design of home security system is discussed
in this paper. This method is effective not only in making new products but
also in improving developed products. Making a structured product concept is
also effective to get consensus among the developers. Keywords: Human Centered Design; Usability; Product concept | |||
| Scenario-Based Design as an Approach to Enhance User Involvement and Innovation | | BIBAK | Full-Text | 164-173 | |
| Veikko Ikonen | |||
| Scenario-Based Design has been implemented widely to the concept and product
development processes. Especially in the development of Information and
Communication Technologies the Scenario-Based Design approach has been utilized
widely though with different variations and modifications. In this paper I
focus on experiences how Scenario-Based Design approach has enhanced better
user experience of design and increased user involvement and user-driven
innovation in product development processes. Keywords: Scenario-Based Design; Information and Communication Technologies;
Human-Centred Design; User Involvement; Innovation | |||
| Customer-Centered Product and Brand Experience Design in China -- What HP Is Learning | | BIBA | Full-Text | 174-178 | |
| Linn Johnk; Zhengxuan Zhao; Nan-Xiang Sheng | |||
| With the fast economic development in emerging markets, Hewlett-Packard (HP) has to focus on satisfying the needs of customer in these markets. However, due to cross-cultural differences, HP can not automatically assume that products designed in the USA can satisfy customers in those markets. For this reason, HP wants to set up UCD teams to help design products for those markets. Setting up a UCD team in China is the first step of this plan. In this article, through a case study, we want to share what we have gained in past work, what lessons we have learned in practice, and what our next steps will be. | |||
| A Study of Motivated Interface Based on Human Centered Design | | BIBAK | Full-Text | 179-186 | |
| Atsuko Kuramochi; Chiharu Yamamoto | |||
| This paper is intended to observe what factors would be most effective for
motivating the use of a new function. We named the factors that motivate the
use of such function "Kickers". We took up GUI of a music player, and clarified
the evaluation structure, in which users might want to start using, by using
the Evaluation Grid. We also had the developers make evaluation, and compared
the results with those of users. As a result, it was made clear that the early
step of using the function is motivated by the operation of an emotional factor
of becoming <interested> in the function and of a factor concerning
easiness to <understand> it. This result was verified by conducting a
quantitative questionnaire survey. Keywords: Motivation; Kicker; Evaluation Grid; Animation | |||
| Children -- Computer Interaction: An Inclusive Design Process for the Design of Our Future Playground | | BIBAK | Full-Text | 187-196 | |
| Yanki Lee | |||
| After observing children playing games, two design-engineering students
designed a new concept for an interactive playground, the dot °. Its basic
idea is to shift the computer screen onto the floor. In order to design optimal
interfaces (hardware) and game scenarios (software) for everyone to enjoy, the
dot °team decided to adopt an inclusive design process. This paper starts
with a discussion of popularism in design, which critiques the conventional
welfare designers' approach to treat 'users' as study subjects. From the design
of the design workshops to the final design solution, this paper presents how a
group of young design students worked with a design researcher to formulate
their first user-involvement design experience in such a way that all
participants in the process could engage in the inclusive experience of
exchanging knowledge between designers and users. Finally, the paper documents
the user-involvement process from the perspectives of different collaborators,
including design students, design researcher, high school students and their
school education consultant. Hence, this paper aims to advocate the relevance
of designing with people rather for them. Keywords: human-computer interfaces; inclusive design; knowledge transfer and
exchange; game and urban space design | |||
| Local Voice in a Global World -- User-Centered Design in Support of Everyday Practices | | BIBAK | Full-Text | 197-206 | |
| Kirsti Lehtimäki; Taina Rajanti | |||
| The design of ICT products is at present optimized for mass manufacturing in
a global scale. Yet local communities and specific users have needs that are in
danger of being excluded from the benefits of new technology. We present our
experience of co-designing targeted products with local stakeholders embedded
in their concrete social and material context and everyday practices. Our claim
is such embedded design could be achieved through combining modular global
technology with local handcrafts, which contain shared cultural meanings and
guaranteed affordance. Keywords: Co-design; Participatory design; Handcrafts and ICT; Practices; Local
development | |||
| Designing "Height" into Daily Used Products -- A Case Study of Universal Design | | BIBAK | Full-Text | 207-216 | |
| Rungtai Lin; Shih-Wei Yang; Wun-Sin Siao; Han-yu Lin; Yen-Yu Kang | |||
| Universal design is an approach to design daily used products that are
usable by all people to the greatest possible extent. However, successful
application of universal design requires an understanding of human performance.
Ergonomic considerations are a part of "universal design" and should be taken
into account by manufacturing engineers in product development. Integration of
ergonomic considerations into the manufacturing processes becomes a major
marketing strategy. Therefore, the purpose of this paper is intended to explore
the relationship between body dimensions and the "height" of consumer products.
A "user/product/effect" model is proposed to study how to design "height" into
products and the results are discussed. Keywords: Universal design; human factors; anthropometric data; consumer product | |||
| Designing Data to be Inclusive: Enabling Cross-Disciplinary and Participative Processes | | BIBAK | Full-Text | 217-223 | |
| Alastair S. Macdonald; David Loudon | |||
| The data formats of specialist disciplines are often difficult for those
from other disciplines to access, not least lay audiences, inhibiting truly
participative and inclusive processes. The authors discuss the achievements and
value of visualizing biomechanical data on functional demand obtained during
daily activities from older adults in the 60+, 70+ and 80+ age groups which has
shown the potential to provide physiotherapists, occupational therapists,
designers, bioengineers, and human factors specialists much improved access to
the data. Older adults have their own valuable insights and these are vital to
include in developing a fuller understanding of issues that affect their
quality of life. The format of visualization has the potential to be understood
by this 'lay' audience. The paper discusses the design of, and pilots towards a
full-scale study to try to fully engage stakeholder disciplines and older
people as truly collaborative partners, together with conclusions to date. Keywords: Visualizing data; participative processes; functional demand; older people;
quality of life | |||
| The UD Phenomenon in Japan: Product Innovation Through Universal Design | | BIBAK | Full-Text | 224-233 | |
| Alastair S. Macdonald | |||
| The uptake of Universal Design (UD) by manufacturing industries in Japan has
been a recent and extensive phenomenon. The sector has identified the
significant market opportunities brought about by the rapidly changing needs
and lifestyle aspirations of its ageing society. In this review, the author
discusses innovation in products, specifically mobile phones, developed through
a UD philosophy, within the context of Japanese manufacturing corporate culture
and the wider national goal for a socially integrated environment. Corporate
literature and product marketing material are also referenced as a means of
revealing the relationship between company and customer. The author asks what
value can be obtained from understanding the factors stimulating and supporting
this phenomenon and if this UD approach in Japan can be translated out with its
unique corporate and national cultures for further applications elsewhere. Keywords: Universal Design; Japan; Manufacturing; Product Case Studies; Mobile Phones | |||
| Search String Analysis from a Socio-economic Perspective | | BIBAK | Full-Text | 234-242 | |
| Theo McDonald; Pieter J. Blignaut | |||
| Search string analysis has implications for developing better designs of Web
interfaces and search engines. It is expected that millions of new users from
Africa will enter the Internet arena in the not so distant future. Most of
these users will be from countries with a low socio-economic standing. In order
to determine the effect of socio-economic standing on the search behaviour of
grade ten learners, their search characteristics were analysed. This study
found that there is a difference in the search behaviour between novice users
with a low socio-economic standing and those with a high socio-economic
standing. These differences, however, only lasted for the first few sessions,
where after all users showed the same search behaviour. Keywords: Search strings; socio-economic status; Web searching; search characteristics | |||
| A Conceptual Model of Inclusive Technology for Information Access by the Rural Sector | | BIBAK | Full-Text | 243-252 | |
| Kristina Pitula; Thiruvengadam Radhakrishnan | |||
| In recent years, a growing number of projects seek to address the disparity
in opportunities available to people in rural versus urban areas through
Information and Communication Technologies. When introducing such technologies,
there are a number of recognised barriers to their use and acceptance specific
to rural areas. We define an 'inclusive technology' as a technology which
overcomes the barriers in using technology that are inherent within a community
in order to increase the available opportunities. We propose a conceptual model
and a set of heuristic measurements for evaluating the 'inclusiveness' of a
technology with respect to a given community, and illustrate our model by
applying it to an actual real-world project. With this model we hope to achieve
a better understanding of the problem, and develop a systematic process and
framework for designing and evaluating technologies designed to overcome these
disparities. Keywords: social inclusion; information and communication technology; inclusive
technology | |||
| Focussing on Extra-Ordinary Users | | BIBAK | Full-Text | 253-262 | |
| Graham Pullin; Alan F. Newell | |||
| "Universal Access" is often focused on modifying main-stream products to
respond to the demands of older and disabled people -- which implies an
extremely wide range of user characteristics. "Accessible" system design can
produce systems which may be "accessible" but are in no sense "usable". Many
system developers also seem to believe that a consideration of older and
disabled people mean the abandonment of exciting and beautiful designs. In
contrast, we recommend driving inclusive design from the margins not the
centre, and that designers should consider a number of "extra-ordinary users"
in depth as individual people, rather than as representatives of an age group
and/or disability, and design for their desires, and tastes as well as their
needs. This provides a reasonable design brief, and the consideration of
extremes acts as an effective provocation within the design process. A number
of case studies will illustrate the effectiveness of this approach. Ways in
which communication with extreme users can be most effectively conducted are
also described. Keywords: older and disabled; user centred design; theatre in design; extra-ordinary
users | |||
| Augmented Cognition Foundations and Future Directions -- Enabling "Anyone, Anytime, Anywhere" Applications | | BIBAK | Full-Text | 263-272 | |
| Leah Reeves; Dylan Schmorrow | |||
| Augmented Cognition is distinct from other disciplines due to its focus on
using modern neuroscientific tools to determine the 'in real time' cognitive
state of an individual and then adapting the human-system interaction to meet a
user's information processing needs based on this real-time assessment [1],
[7], [14]. Augmented Cognition systems employ the use of physiological and
neurophysiological-driven adaptive automation techniques to mitigate the
effects of bottlenecks (e.g., attention, working memory, executive function)
and biases in cognition. Being able to non-invasively measure and assess a
human-system computing operator's cognitive state in real time and use adaptive
automation (mitigation) techniques to modify and enhance their IP capabilities
in any application context is a goal that could substantially improve human
performance and the way people interact with 21st Century technology [9]. This
paper highlights developments in the field of Augmented Cognition most relevant
to future Universal Access (UA) applications. Keywords: Augmented Cognition; human factors; ergonomics; design; neuroergonomics;
neurotechnologies; neurophysiological; cognitive performance enhancement;
training technology; adaptive automation; universal access | |||
| Privacy and Interruptions in Team Awareness Systems | | BIBAK | Full-Text | 273-283 | |
| Carsten Röcker; Carsten Magerkurth | |||
| Several evaluations of team awareness systems showed, that interruptions and
privacy violations during usage often lead to the rejection of the system by
users. Most authors argue that this rejection is due to a fundamental dual
trade-off between sending awareness information and privacy, and between
receiving awareness information and disruption or resource consumption. While
the assumption of a fundamental trade-off is widely accepted in
state-of-the-art research, this paper disputes the predominant hypothesis.
Instead, it is argued, that the trade-off is not of fundamental nature, but
caused by neglecting elementary aspects in the design process. In order to
verify this line of argument, a novel interface concept for mediating
socio-emotional awareness information is presented. To verify the validity of
the conceptual approach, several evaluations were conducted. The evaluations
verified the approach of this paper and showed, that a cautious interface
design can enhance user privacy in multi-user awareness systems and minimize
disruptive effects on primary tasks, without reducing awareness mediation and
usability. Keywords: Privacy; Interruptions; Team Awareness Systems; Dual Trade-Off; Evaluation | |||
| On Developing Validator Software XValid for Testing Home Pages of Universal Design | | BIBAK | Full-Text | 284-293 | |
| Cecilia Sik-Lányi; Sándor Forrai; Nóra Czank; Ágnes Hajgató | |||
| The current development of the Internet and its growing use makes it
necessary to satisfy the needs of all users including those with disabilities
having accessibility problems. Therefore we developed a new validator software
called XValid, which is a human controlled testing tool for specific needs in
light of design for all. We used the well-known WebXACT and this newly
developed XValid validator for testing governmental, commercial and e-learning
web pages. We made a comparison between both testing results. Based on these
results we want to open web-designer's eyes to the typical errors. Keywords: WEB; W3C; validator; accessibility; website; checkpoint; web design;
usability test | |||
| Accessibility, Usability, Safety, Ergonomics: Concepts, Models, and Differences | | BIBAK | Full-Text | 294-301 | |
| Klaus Peter Wegge; Dirk Zimmermann | |||
| The purpose of this paper is to clearly point out commonly agreed
definitions of the terms Ergonomics, Usability, Accessibility and Safety, their
relations to each other, overlaps and differences and their influence on the
design of products and services. Keywords: Accessibility; Ergonomics; Usability; Safety; Differences between
Accessibility & Usability | |||
| How Inclusively Designed Mainstream Products Can Lead to Fresh Thinking in Home Adaptation | | BIBAK | Full-Text | 302-311 | |
| Alison Wright | |||
| Traditionally assistive technology or environmental intervention introduced
to help with independence in the home has tended to look 'medical' or
'institutional', focussing on function rather than aesthetic considerations and
overlooking the aspirations of the householder. This paper describes a recent
social housing project where the interior design of two newly built houses in
Bradford, UK, for Habinteg Housing Association, were used to demonstrate that
it is possible to balance form and function when designing to enhance
independence in the home. The Bradford project builds on previous research in
this area by the author and refers to the paper 'Home Improvement for
Independent Living' (Pearce 2003). The initial research was in turn inspired by
the construction of the first Lifetime Homes in Hull in 1994 by the Joseph
Rowntree Foundation, in collaboration with Habinteg Housing Association. Keywords: Inclusive Design; User Research; Design Education; Innovation; Universal
Design; Home Adaptation | |||
| Designing for Participation in Socio-technical Software Systems | | BIBAK | Full-Text | 312-321 | |
| Yunwen Ye; Gerhard Fischer | |||
| Participative software systems are a new class of software systems whose
development does not end at the deployment but requires continued user
participation and contribution. They need to provide both solutions to users
and a participation framework that entails technical and social challenges.
Meta-design is a promising approach to guide the development of participative
software systems. Drawing on lessons learned from a systematic analysis of Open
Source Software projects, this paper described general issues that need to be
addressed to enable and encourage continued user participation during the
meta-design process. Keywords: meta-design; participative software system; socio-technical environment;
system evolution; community of practice; Open Source Software | |||
| Towards a Walkthrough Method for Universal Access Evaluation | | BIBAK | Full-Text | 325-334 | |
| Margherita Antona; Alexandros Mourouzis; Constantine Stephanidis | |||
| This paper presents a walkthrough evaluation method for assessing, in a
Universal Access perspective, interactive systems. The methodology is an
adaptation of the traditional cognitive walkthrough used for many years in the
usability engineering community. Cognitive walkthrough involves a simulation of
the problem-solving process of an average user, to ensure that the user can
easily learn to perform tasks that the system is indented to support. The
proposed method, described here in brief along with the underlying theoretical
framework, extends this approach by: (a) involving a simulation of the users'
reasoned action process, to ensure that users will be in favour of accessing,
exploring, utilising, and, ultimately, adopting the system; (b) addressing the
diverse needs of all users, rather than of the average user, thus incorporating
accessibility for all target users as an intrinsic measurement. A set of
printed forms with specific questions reflecting the proposed methodology has
been developed to guide the new walkthrough procedure. Early experiences with
the application of the method in the domain of eServices are also discussed. Keywords: Universal Access; evaluation; walkthrough; system acceptance | |||
| An Architecture for Adaptive and Adaptable Mobile Applications for Physically Handicapped People | | BIBAK | Full-Text | 335-344 | |
| Matthias Betz; Mahmudul Huq; Volkmar Pipek; Markus Rohde; Gunnar Stevens; Roman Englert; Volker Wulf | |||
| Context-awareness is an important capability needed in devices in a
ubiquitous computing environment. Ubiquitous computing devices use different
types of sensors along with the user's interaction history in order to collect
and store data. This data is then used to adapt the user's behavior to suit the
current environment. In addition to the explicit modifications by user control,
the behavior of these computing devices along with the interaction amongst one
another depends on the continuously changing environment conditions. These
characteristics require the development of systems that have both, adaptive and
an adaptable nature. Context-awareness is particularly important for physically
handicapped people. This is due to the fact that context-aware ubiquitous
devices are able to help them detect changes in the surrounding, which
handicapped people can not do for themselves. In this research paper we suggest
a general architecture of Context-Aware Adaptable System (CAAS). We exemplify
this architecture with an Ambient Service prototype that we have developed. Keywords: Context-Aware Adaptable System (CAAS); Ambient Service (AS); End User
Development (EUD); Adaptivity; Adaptability; Mediation | |||
| Real-Time Image Correction for Interactive Environment | | BIBAK | Full-Text | 345-354 | |
| Hyunchul Choi; Dongwuk Kyoung; Keechul Jung | |||
| In recent years, projectors are undergoing a transformation as they evolve
from static output devices to portable, or communication systems. However, the
projection images appear distorted unless the projector is precisely aligned to
the projection screen. Generally many projection-based systems are corrected
for oblique projection distortion using calibration methods (e.g., warping
function). Computing a warping function uses fiducials or a special pattern
projected to the screen. These methods are unable to automatically calibrate in
real-time especially when a projector is moving. In this paper, we proposed an
automatic calibration system in real-time. Our system makes up of a function to
correct images that are only based on the degree angle of a mirror set up in
front of the projector without attaching fiducials to the screen. Therefore the
system can be used to display regardless of screen condition in parallelepiped
room. This operation process is very simple and fast. Therefore our system
provides a function of correcting movies during the movement of the projector
(27.3fps). An advantage of the proposed method is the system can be easily
applied to ubiquitous computing like interactive presentation or game. Keywords: ubiquitous display; real-time calibration; projector systems;
computer-vision | |||
| A User-Based Method for Speech Interface Development | | BIBAK | Full-Text | 355-364 | |
| Yael Dubinsky; Tiziana Catarci; Stephen Kimani | |||
| There is a consensus on the significance and high contribution of user
involvement in the process of user interfaces development. However, there is no
standard way to implement user involvement in software development processes.
Dealing with speech-based interfaces that involve vocal interaction of speaking
and hearing, the need of user involvement is increased. In this paper, we focus
on the characteristics of speech interface development and suggest a user-based
method that enables continuous user evaluation. We illustrate the method
implementation in two different software projects that contain speech
interfaces. Keywords: user-based development method; speech interface development | |||
| iTeach: Ergonomic Evaluation Using Avatars in Immersive Environments | | BIBAK | Full-Text | 365-373 | |
| Hilko Hoffmann; Roman Schirra; Phil Westner; Katrin Meinken; Manfred Dangelmaier | |||
| This paper describes an approach to use virtual reality technology and
motion capturing for the immersive teaching of virtual humans. A combination of
direct and indirect interaction as well as 2D list style menus and 3D dialogs
has been realized to simplify the teaching process. In contrast to existing
desktop solutions the presented concept allows even inexperienced users to
reasonable work with the system. The interaction principles support an
iterative work flow which speeds up the ergonomic evaluation and improvement of
industrial work places remarkable. Keywords: Virtual environments; virtual humans; avatars; virtual reality; ergonomics;
production planning | |||
| Survey Design for Visually Impaired and Blind People | | BIBAK | Full-Text | 374-381 | |
| Lars Kaczmirek; Klaus G. Wolff | |||
| This paper presents guidelines for the design of self-administered surveys
for visually impaired and blind people within a mixed mode approach. The
different needs of the target group are fulfilled by offering different modes
of participation (paper-based, braille-based, Web-based). Reading aids have in
common that they enhance the focus of a specific piece of text or single word.
This advantage turns into a disadvantage in terms of a clear overview and
arrangement of the text elements on a page. Therefore text needs to be designed
with cognitive processes and accessibility standards in mind. This is
especially true for a survey questionnaire where each question and answer item
has to convey its own special meaning independent from context. Design problems
and their solutions are described and illustrated with experiences from
pretesting and a case study. Keywords: Accessibility; mixed mode; self administered surveys; visual design; Web;
online; paper; braille; visually impaired; blind; 504c | |||
| Tile Dreamer: Game Tiles Made Easy | | BIBAK | Full-Text | 382-391 | |
| Efie Karouzaki; Anthony Savidis; A. Katzourakis; Constantine Stephanidis | |||
| The Tile Dreamer is an integrated tool for creating and managing tiles,
being two dimensional recurring constituent components of commonly deployed in
structuring tile-based game terrains. The application consists of four basic
subsystems: (a) the main tile editor for constructing tiles; (b) the bitmap
ripper, automatically computing the least number of tiles for any given bitmap;
(c) the connectivity checker, to test how tiles actually fit together to form
larger regions; and (d) the tile bitmap builder, to put together a final set of
tiles as a single bitmap. We discuss how the design of game tiles through the
Tile Dreamer tool becomes easier and more efficient. Keywords: Game design tools; tile-based games; game development | |||
| Remote Usability Tests -- An Extension of the Usability Toolbox for Online-Shops | | BIBAK | Full-Text | 392-398 | |
| Tim Bosenick; Steffen Kehr; Martina Kühn; Stephan Nufer | |||
| Lab Usability Tests show a series of inherent shortcomings that are
attributable in essence to the artificial lab situation. This article informs
about the reasons for developing a specific Remote Testing approach and
describes how this measure helps to avoid such deficits. Subsequently, we will
introduce the approach as well as two evaluation studies that assess the result
quality of a Remote and a Lab Test within the context of online shopping. Keywords: Usability Test; Remote Test; method comparison; online shop | |||
| A Practical Inter-sensor Broadcast Authentication Scheme | | BIBAK | Full-Text | 399-405 | |
| Joon Wan Kim; Yong Ho Kim; Hwaseong Lee; Dong Hoon Lee | |||
| For inter-sensor broadcast authentication in wireless sensor networks, Chen
et al. proposed a bootstrapping scheme which enables to save only neighboring
nodes' hash-chain commitments, much fewer than whole network size, before
deployment [2]. However, the scheme lacks scalability and is not tolerant for
node isolation. Therefore, we suggest new mechanism providing scalability and
present its modified version with node-redemption which makes most of nodes
participate in broadcast authentication with a little additional memory. Keywords: security; authentication; wireless sensor network | |||
| Development of Automatic Web Accessibility Checking Modules for Advanced Quality Assurance Tools | | BIBA | Full-Text | 406-413 | |
| Johannes Koch; Dirk Stegemann; Yehya Mohamad; Carlos A. Velasco | |||
| Web accessibility is becoming a prominent issue in several countries, not only because of legal and compliance issues, but because of sound commercial opportunities arising in an ageing society and the Mobile Web. This paper will present recent developments under the umbrella of the BenToWeb project to create new advanced compliance modules to check automatically accessibility issues were before human intervention was necessary. These modules will be integrated in an existing Web Compliance Framework named imergo®. | |||
| Knowledge-Based User Authentication Associated with Biometrics | | BIBA | Full-Text | 414-419 | |
| Taekyoung Kwon; Hyeonjoon Moon | |||
| User authentication is necessary for proving and verifying the claimed identity of users in a distributed environment. Three factors such as user's knowledge, belongings, and biometric traits are usually considered for the purpose. A sort of multi-factor authentication may combine those factors in the way that a user provides the requested multi-factors separately, for improving the accuracy and security of authentication. However, such a combination of distinct factors should require each different human-computer interfaces. In this short paper, rather we introduce our on-going work to associate knowledge-based authentication with biometrics for requiring less interfaces and examine the benefits expected from it in a conceptual level. | |||
| Taking Account of the Needs of Software Developers/Programmers in Universal Access Evaluations | | BIBAK | Full-Text | 420-427 | |
| Chris M. Law; Elspeth McKay | |||
| Traditionally, evaluations for accessibility have been user-centered, based
on guidelines and standards that are also user-centered. An argument is made
for putting the needs of developers and programmers at the center of any
accessibility evaluation process. Current practice in industry is briefly
considered, including the roles of accessibility consultants as well as people
in accessibility program offices in large companies. Their interactions with
website and software application developers in the product development context
is described. A project aimed at understanding developers as 'users' of
universal access guidance is introduced. This project focuses on the decisions
that people involved with software programming and website development make
with regards to disability access issues. The rationale and methodology for the
project are introduced, and a three-stage process looking at past and current
events; interview studies of consultants and product developers; and
observational studies of decision making with respect to universal access. Keywords: universal access; software development; programming; website development;
user-centered design | |||
| Biometric Digital Key Mechanisms for Telebiometric Authentication Based on Biometric Certificate | | BIBA | Full-Text | 428-437 | |
| Hyung-Woo Lee; Taekyoung Kwon | |||
| Existing biometric authentication systems use probabilistic method to decide the claimed identity of a user. But, these are weak on the privacy protection perspective as anyone can access someone's biometric template without restrictions. Therefore, we propose a scheme that can improve the biometric authentication accuracy with the concept of digital signature with biometric digital key. By using these biometric digital key pairs, each entity (sender) can mutually authenticate the others based on the biometric certificate on open network. | |||
| I See Your Voice: The Development of Image Caption Generating Software and On-Line User Community for the Auditory Disabled | | BIBAK | Full-Text | 438-446 | |
| Kyungho Lim; Joonsung Yoon | |||
| This study is on developing methodology of accessibility and usability for
the auditory disabled by producing the interface of converting auditory
elements into visual elements that are extracted from elements of the artistic
representational method of contemporary media art, and by building on-line
community for the auditory disabled to enhance and to reflect the accessibility
and the usability through the group's own development and design. At the first
stage, analyses on current web animations and their accessibility of auditory
disabled persons. At the second stage, analyses on contemporary media artworks
are followed to extract usable elements from the artwork. At this stage, actual
image captions are created. At the third stage, the image caption generating
software is developed, and adjusted image captions are produced as the content.
At the last stage, the linkage of web and on-line user community is set up. The
development can improve accessibility of the auditory disabled using a various
digital content, and it magnifies the territory for the application and the
production of creative interfaces. It can also expand the area of content
technology. Keywords: auditory disabled; digital content; accessibility; usability | |||
| Economic and Social Condition of the Software Quality Assessment | | BIBAK | Full-Text | 447-452 | |
| Katarzyna Lis; Jerzy Olszewski | |||
| Issue of the computer software quality has an interdisciplinary nature and
it is a subject of research in numerous scientific disciplines, including the
software engineering, economics, psychology and ergonomics. Considerations
concerning the integration of the subjective factors with the technical
parameters in respect of the computer software quality testing are not present
in the literature. Therefore, this Article comprised the results of research on
the software quality assessments made by users. This Article includes four
parts, which represent: the research methods, the economic conditions connected
with the computer software quality assessment, the social conditions and the
Summary. The first part of the Article discusses the method of correspondence
as well as the typology of the economic and social working conditions that were
used to create the correlation model for the computer software assessment. In
the second part of the Article the authors discussed the economic conditions
for computer software assessment that were qualified to one of the three
groups: variables that describe: organizational and technical situation, self
assessment of the employee's position in the company and the evaluation of the
employment security. Further part of this Article is dedicated to correlation
between the social issues and the computer software quality assessment. The
four variables: sight affections, monotony of work, work intensiveness as well
as the psychophysical affections were classified under a single group titled
Employee Health Hazards. This Article is concluded with Summary, where the
authors indicated the essentiality of economic and social issues in the
computer software quality assessment. Keywords: software quality assessment | |||
| Agile Methods and Visual Specification in Software Development: A Chance to Ensure Universal Access | | BIBAK | Full-Text | 453-462 | |
| Thomas Memmel; Harald Reiterer; Andreas Holzinger | |||
| Within the eEurope2010 initiative "An Information Society for All",
development methods which enable the inclusion of the end-user become essential
in order to ensure the paradigm of Universal Access. It is important to
understand the end-users, their behavior, their knowledge of technology and
their abilities and the context in which the applications will be used. In this
paper, we combine our experiences in both Agile Methods and Usability
Engineering and show that the resulting agile usability methods -- however
these maybe designated -- are ideally suited to design and develop applications
which follow the idea of Universal Access and where the end-user is having
great influence on systems design. Keywords: Human-Computer Interaction; Usability Engineering; Extreme Programming;
Agile Methods; Universal Access | |||
| Biometric Person Authentication for Access Control Scenario Based on Face Recognition | | BIBA | Full-Text | 463-472 | |
| Hyeonjoon Moon; Taekyoung Kwon | |||
| There are tremendous need increase for personal verification and identification in internet security, electronic commerce and access control in recent years. Also, as the demands for security in many applications such as data protection and financial transaction become an increasingly relevant issues, the importance of biometric technology is rapidly increasing. In this paper, we explored face recognition system for person authentication. We explicitly state the design decisions by introducing a generic modular PCA face recognition system. We designed implementations of each module, and evaluate the performance variations based on virtual galleries and probe sets. We perform experiments and report results using equal error rates (EER) based on verification scenario for access control applications. | |||
| Biometric Driver Authentication Based on 3D Face Recognition for Telematics Applications | | BIBAK | Full-Text | 473-480 | |
| Hyeonjoon Moon; Kisung Lee | |||
| In this paper we developed driver authentication system based on face
recognition. Since 2D based face recognition has been shown its structural
limitation, 3D model based approach for face recognition has been spotlighted
as a robust solution under variant conditions of pose and illumination. Since a
generative 3D face model consists of a large number of vertices, a 3D model
based face recognition system is generally inefficient in computation time. In
this paper, we propose a novel 3D face representation algorithm to reduce the
number of vertices and optimize its computation time. Finally, we evaluate the
performance of proposed algorithm with the Korean face database collected using
a stereo-camera based 3D face capturing device. In addition, various decision
making similarity measures were explored for final results. Our experimental
results indicated that the algorithm is robust for driver authentication inside
the vehicle and is also reasonably fast for real-time processing. Keywords: biometrics; 3D face recognition; 3D Model; driver authentication; driver
identification; telematics application | |||
| A Graphics Adaptation Framework and Video Streaming Technique for 3D Scene Representation and Interaction on Mobile Devices | | BIBAK | Full-Text | 481-490 | |
| Congdu Nguyen; Minh Tuan Le; Daeil Yoon; Hae-Kwang Kim | |||
| In this paper, we propose a graphics adaptation framework with a mechanism
of video streaming to overcome the shortcoming of real-time representation and
interaction experiences of 3D graphics application running on mobile devices.
We therefore develop an interactive 3D visualization system based on the
proposed framework for rapidly representing a complex 3D scene on mobile
devices without having to download it from the server. Our system scenario is
composed of a client viewer and an adaptive media streaming server. The client
viewer offers the user to navigate the 3D scene and interact with objects of
interests for studying about them through the responded text descriptions. The
server adaptively provides media contents to the client according to the user
preferences, interactions, and the condition of wireless network. Keywords: Video streaming; interactive 3D visualization; adaptive media content;
MPEG-4/H.264 standard; color vision deficiency | |||
| Fuzzy Face Vault: How to Implement Fuzzy Vault with Weighted Features | | BIBA | Full-Text | 491-496 | |
| DaeHun Nyang; KyungHee Lee | |||
| Ari Juel et al from ISIT 2002 presented a fuzzy vault scheme, which is a framework to encrypt a cryptographic key with a fuzzy key[5]. Following their framework, many trials to implement mainly a fuzzy finger vault have been proposed that enables us to keep secretly a key with our finger print. Our work is to focus on instantiating the fuzzy information of the fuzzy vault scheme with human faces instead of fingers. Most of face authentication algorithms are dependent upon weighted features, which are incompatible with the original fuzzy vault scheme. To reflect the level of importance of individual features from feature set, we introduce another layer between captured feature set and points in the polynomial to be interpolated. | |||
| DEVAL -- A Device Abstraction Layer for VR/AR | | BIBAK | Full-Text | 497-506 | |
| Jan Ohlenburg; Wolfgang Broll; Irma Lindt | |||
| While software developers for desktop applications can rely on mouse and
keyboard as standard input devices, developers of virtual reality (VR) and
augmented reality (AR) applications usually have to deal with a large variety
of individual interaction devices. Existing device abstraction layers provide a
solution to this problem, but are usually limited to a specific set or type of
input devices. In this paper we introduce DEVAL -- an approach to a device
abstraction layer for VR and AR applications. DEVAL is based on a device
hierarchy that is not limited to input devices, but naturally extends to output
devices. Keywords: Device Abstraction; Input Devices; Output Devices; Virtual Reality;
Augmented Reality | |||
| A Portal-Based Tool for Developing, Delivering and Working with Guidelines | | BIBAK | Full-Text | 507-516 | |
| Nikolaos Partarakis; Alexandros Mourouzis; Constantina Doulgeraki; Constantine Stephanidis | |||
| Guidelines and standards are gaining increasing importance world-wide.
However, their process of development is still in a state of flux. The same
stands regarding the means for spreading, retrieving and utilising such
knowledge. A portal-based approach is proposed here for supporting all
lifecycle phases of guidelines and standards. The proposed approach has
significant advantages: (a) it allows contributors from all over the globe to
form working groups, share virtual working spaces and, thereby, collaborate for
the development of guidelines and standards; (b) it facilitates the rapidly
spread and effective use of produced knowledge; and (c) it tackles the
demand-supply gap by bridging developers and consumers of knowledge. Keywords: Guidelines; standards; portals; working with guidelines | |||
| From "Design for All" Towards "Design for One" -- A Modular User Interface Approach | | BIBAK | Full-Text | 517-526 | |
| Brigitte Ringbauer; Matthias Peissner; Maria Gemou | |||
| The paper describes an approach to specifically tailored user interface
design, to adapt the user interface to the specific needs of mobility impaired
travellers. Given a user has some interaction impairments or s/he is in a
situation that causes an interaction impairment (i.e. noisy environment has the
same consequences as hearing impairment), another modality is to be used or
adapted to compensate this impairment. As sound has other interaction
characteristics than graphical user interface elements (e.g. information can
not be presented in parallel, but sequentially), rules for substituting some
modalities through others are described. Keywords: Design for all; mobility impaired people; user interface design; adaptive
user interfaces | |||
| Mobile Application Model for the Blind | | BIBAK | Full-Text | 527-536 | |
| Jaime Sánchez; Mauricio Sáenz; Nelson Baloian | |||
| This study presents a model to design and implement mobile applications to
support the displacement and dynamic decision making of users with visual
disabilities. To identify the real added value of using mobile technologies as
support aids for decision making in dynamic contexts for users with visual
disabilities, we provide an application case. By using a graph to represent the
computer model of a real school for blind children, for whom a system was
already developed using our model, we provide a real example application of
this model. This provided enough input to enrich, improve and redesign the
model; ending up with a usable mobile application model to assist the mobility
and orientation of blind users. Keywords: Mobile; learning; model; software; blind learners | |||
| Easy Model-Driven Development of Multimedia User Interfaces with GuiBuilder | | BIBAK | Full-Text | 537-546 | |
| Stefan Sauer; Gregor Engels | |||
| GUI builder tools are widely used in practice to develop the user interface
of software systems. Typically they are visual programming tools that support
direct-manipulative assembling of the user interface components. We have
developed the tool GuiBuilder which follows a model-driven approach to the
development of graphical (multimedia) user interfaces. This allows a
meta-design approach where user interface developers as well as prospective
users of the system are supported in modelling the desired functionality of the
GUI on a high level of abstraction that is easy to understand for all involved
stakeholders. The model consists of compositional presentation diagrams to
model the structure of the user interface and hierarchical statechart diagrams
to model its behaviour. GuiBuilder then supports the transformation of the
model to Java, i.e., the generation of a working user interface and the
simulation of the modelled behaviour. Interactive sessions with the user
interface can be recorded and replayed. Keywords: Model-driven development; meta-design; user interface; prototype generation;
capture-replay | |||
| Security Analysis on the Authentication Mechanisms of Korean Popular Messengers | | BIBA | Full-Text | 547-552 | |
| Donghwi Shin; Youngsung Choi; Yunho Lee; Sangjoon Park; Seungjoo Kim; Dongho Won | |||
| The "NateOn" messenger is the most popular messenger in Korea (It has 17,160,000 users in Korea). In this paper, we will analyze the security of authentication mechanism of the NateOn. We will show that the "NateOn Ver 3.5.15.0(600)" is very vulnerable to the replay attack and the dictionary attack. Furthermore, we will show that other messengers such as "BuddyBuddy Ver 5.8" (It has 5,980,000 users in Korea), "Daum Touch Ver 5.06101300" (It has 2,384,000 users in Korea), etc. have the similar security problems. | |||
| Advanced Identification Technologies for Human-Computer Interaction in Crisis Rooms | | BIBAK | Full-Text | 553-562 | |
| Massimo Tistarelli; Rob Van Kranenburg; Enrico Grosso | |||
| The advances in computer and communication technologies increased both the
number of users and the amount of data shared over the Network. Many times the
amount of complex and articulated information available makes it difficult to
retrieve what is really required for a given task. For these reasons, the
efficient, easy and trustworthy transfer of data is now of paramount importance
in many everyday scenarios, especially concerning environments and situations
where security and data protection are mandatory. On the other hand, data
protection often implies the adoption of security means which create virtual
(and sometimes even physical) barriers to data retrieval. In this paper,
advanced identification technologies, based on the processing of biometric
data, are presented. These techniques provide a number of tools to facilitate
the seamless human interaction with the data, and the security barriers, by
enabling the environment to recognize and learn from the user, shaping the data
available on the basis of his/her identity. The presented techniques are based
on the extraction of invariant features from face and fingerprint images to
process static biometric features, also allowing the enhancement of
identification accuracy by data fusion. Keywords: Personal identification; Visual recognition; Computer Vision; Biometrics;
Pattern Recognition | |||
| Development of a Multiple Heuristics Evaluation Table (MHET) to Support Software Development and Usability Analysis | | BIBA | Full-Text | 563-572 | |
| Beth F. Wheeler Atkinson; Troy O. Bennett; Gisela Susanne Bahr; Melissa M. Walwanis Nelson | |||
| Among the variety of heuristics evaluation methods available, four paramount approaches have emerged: Nielsen's ten usability heuristics, Shneiderman's Eight Golden Rules of Interface Design, Tognazzini's First Principles of Interaction Design, and a set of principles based on Edward Tufte's visual display work. To simplify access to a comprehensive set of heuristics, this paper describes an approach to integrate existing approaches (i.e., identify overlap, combine conceptually related heuristics) in a single table hereafter referred to as the Multiple Heuristics Evaluation Table (MHET). This approach also seeks to update these approaches by addressing existing gaps and providing concrete examples that illustrate the application of concepts. Furthermore, the authors identify three decision factors that support meaningful communication among stakeholders (e.g., product managers, engineers) and apply them to the MHET heuristics. Finally, this paper discusses the practical implications and limitations of the MHET. | |||
| Accessibility Research in a Vocational Context | | BIBA | Full-Text | 575-583 | |
| Ray Adams; Simeon Keates | |||
| Current experience shows that vocational context has a vital role to play in research on inclusive information society technology, for at least four reasons. First, the occurrence of disabilities has a major impact on employability and employment. However, the potentially significant contribution of accessible and usable information society technology (IST) in employment has yet to make more than little difference in practice. Context of use is still often ignored. In other words, to ensure that applications can achieve as broad a customer base as possible, they are often designed for generic, rather than specific, cases. While this enables those applications to support a wide variety of use-case scenarios, the corollary is that not as much specific support is afforded to individual use-case scenarios as when designed for a more focused sets of tasks. Second, despite the impressive increases in computing power, innovations in interactive design, such as 3-D user interfaces (UIs), are rarely incorporated into mainstream IST products. One of the fundamental principles taught to most software UI designers is that of 'consistency', i.e. that similar functions should look the same and behave in similar ways across a variety of applications. The benefit of this approach is that once a user is familiar with the interaction metaphors being used, it will take minimal time to learn to use a new and unfamiliar application. The flipside of this principle, though, is that it can stifle the development of new and innovative UI techniques, because they will not be 'consistent' with existing applications and UI designs. Greater emphasis upon the context of use in general and the vocational, educational and lifestyle context in particular could lead to better user uptake, as the resultant UI would be better suited to the individual needs ands wants of each particular user. This better uptake, in turn, gives better feedback to mainstream system designers. Third, without context, the identification of user and system characteristics is an unbounded problem. There are simply too many possible different design options to manage easily. The consideration of vocational or recreational context significantly reduces the scale of the problem and renders it more manageable. Fourth, accessibility research in a vocational context ensures that the participants not only gain indirectly from it but benefit directly too, often gaining an improved vocational standing. If so, emerging design methods like unified user interface design (UUID) methods should place much more concentration on the vocational context of use. | |||
| User Modelling and Social Intelligence | | BIBA | Full-Text | 584-592 | |
| Ray Adams; Satinder P. Gill | |||
| There is a growing body of evidence that key components of human cognition can be used to identify important aspects of accessibility design for universal access in the information society, through user modelling. However, there is an equal growth in an appreciation of the contexts within which any interactive system must function, including the vocational and social contexts. If so, there is an important need is to extend cognitive user models to respond to and make predictions about the vocational and social contexts that make up the information society. Whilst many aspects of social intelligence can, it seems, be subsumed under current cognitive architectures of the user, there is the practical danger that the contribution of social intelligence may be underestimated when considered as a subset of the knowledge domains or skills sets of human cognition. To counter this practical development problem, the concept of the social intelligence interface is introduced as a developmental construct to inform the inclusive design process. | |||
| Web Navigation for Individuals with Dyslexia: An Exploratory Study | | BIBA | Full-Text | 593-602 | |
| Areej Al-Wabil; Panayiotis Zaphiris; Stephanie Wilson | |||
| In this paper, we present an exploratory study of the web navigation experiences of dyslexic users. Findings indicate that dyslexics exhibit distinctive web navigation behaviour and preferences. We believe that the outcomes of this study add to our understanding of the particular needs of this web user population and have implications for the design of effective navigation structures. | |||
| Guidelines for the Development and Improvement of Universal Access Systems for Blind Students | | BIBAK | Full-Text | 603-612 | |
| David Arnim; Benito S. Piuzzi; Chang S. Nam; Donghun Chung | |||
| This paper describes a study conducted to develop a set of interface design
principles and guidelines that can be used to develop and improve universal
access systems for the visually impaired, such as Haptic Audio Virtual
Environments (HAVEs). Over the last few decades, user interface systems have
advanced to allowing users to interact with computational systems physically,
perceptively, and conceptually. However, this process has also left blind and
partially blind users unable to access such new technologies. It is also true
that there are currently only limited methods for presenting information
non-visually and these do not provide an equivalent speed and ease of use to
their graphical counterparts. Comprehensible design principles and guidelines
addressing the needs of blind users should be helpful when developing universal
access systems, such as haptic audio virtual environments that use multiple
sensory modalities to present information. Keywords: universal access; assistive technology; design principles and guidelines | |||
| From Handicap to Diversity | | BIBA | Full-Text | 613-621 | |
| Sebastiano Bagnara; Angelo Failla | |||
| In 1980, World Health Organization defined handicap as a condition of disadvantage. Instead, since 2001, WHO considers handicap as a form of diversity, embedded in a society where anybody is diverse in his/her own way. This change in definition signals a cultural transformation both in the society at large and in its part that is composed by the "handicapped" people. Such a change in the attitudes is rooted in the fact that the assistive technologies let people to overcome limitations and allow to build an intelligent ambient that permits all to exploit their diverse potentialities. In Italy, this process of social change has been accompanied, for more than twenty years, by a Foundation (ASPHI), whose mission has been to favour the education and the inclusion in the labour market of people with disability through the use, at the beginning, of the computer-based, and, then, of the communication technologies. In the following contribution, the main characteristics, and activities, and the evolution processes of ASPHI will be presented, together with the outcomes of a survey on how the process of cultural transformation has taken place. The survey was conducted on a sample of the people that directly (they have attended course in ASPHI) or indirectly (they at least once asked ASPHI for information or help) had to do with 6h9s Foundation. The quantitative and qualitative information show a clear shift in the self-perception of "people with disability" from exclusion to inclusion, from the limitations of the handicap to the value of diversity. | |||
| Does My Stigma Look Big in This? Considering Acceptability and Desirability in the Inclusive Design of Technology Products | | BIBAK | Full-Text | 622-631 | |
| Jo-Anne Bichard; Roger Coleman; Patrick Langdon | |||
| This paper examines the relationship between stigmatic effects of design of
technology products for the older and disabled and contextualizes this within
wider social themes such as the functional, social, medical and technology
models of disability. Inclusive design approaches are identified as unbiased
methods for designing for the wider population that may accommodate the needs
and desires of people with impairments, therefore reducing 'aesthetic stigma'.
Two case studies illustrate stigmatic and nonstigmatic designs. Keywords: Inclusive Design; social inclusion; stigma; aesthetic design | |||
| Effects of Mouse Tremor Smoothing Adapter on Ease of Computer Mouse Use by Individuals with Essential Tremor: A Pilot Study | | BIBAK | Full-Text | 632-636 | |
| Cathy Bodine; James Levine; James Sandstrum; Laura Meyer | |||
| As many as 10 million people in the United States are diagnosed with a
complex neurological movement disorder called Essential Tremor (ET), with many
more worldwide [1]. ET is a condition that is particularly troublesome during
the use of computer programs that require good mouse control. The purpose of
this study was to determine whether hardware and software versions of a
smoothing filter labeled the Tremor Control Mouse (TCM) could provide short-
and/or long-term benefits for individuals who have difficulty using a computer
because of ET of the hands. A paired-samples t-test revealed significant
differences (p<.05) between participants' responses to ease-of-use questions
regarding traditional mouse use compared to TCM use. Subjective responses to
survey items on TCM advantages, disadvantages, and helpfulness were very
positive overall and reflected the participants' belief that the TCM was a
useful device in enhancing mouse control and, consequently, computer use. Keywords: essential tremor; disability; assistive technology; mouse control; tremor
smoothing | |||
| Training the Elderly in the Use of Electronic Devices | | BIBAK | Full-Text | 637-646 | |
| Carmen Bruder; Lucienne T. M. Blessing; Hartmut Wandke | |||
| Technical devices and software applications with an increasing number of
functions are appearing on the market. With an aging population, there is a
growing need to consider less experienced users. Integrating training
applications in technical devices is a promising approach to close the
knowledge gap of these users. But how should a training application be
designed? We developed a training program which teaches the use of a mobile
phone in a task oriented manner. Training versions were designed which differ
in their degree of interactivity: The learner trained either with an improved
paper-based manual or with an interactive e-learning application, which
integrates guided exercises in the learning process. These training versions
are compared experimentally. Preliminary results show that both groups learned
successfully to use a mobile phone. Keywords: older adults; training study; e-learning; interactivity; paper-based manual;
mobile phone; training success | |||
| Comparative Study of Disabled vs. Non-disabled Evaluators in User-Testing: Dyslexia and First Year Students Learning Computer Programming | | BIBAK | Full-Text | 647-656 | |
| Mark Dixon | |||
| User-testing is a critical activity in software development. However,
eliciting appropriate test-users can be difficult. Recent work showed that
(during user-testing of educational software) dyslexic final-year students
identified a larger number of subtle (yet significant) issues in more detail
than other students. However, final year students were not the target users of
the software (designed to teach fundamental programming concepts). This paper
presents preliminary results of work replicating the previous study, but with
participants from the target user group (first year students). The first year
students identified fewer issues and gave less detail than the final year
students. The dyslexic students identified more issues in greater detail than
the other students. This highlights a distinction between the perceived target
user group (first year students) and the actual target user group (students who
don't understand programming concepts). Dyslexia may push people deeper into
the actual target user group for educational software. Keywords: User Testing; Software Evaluation; Educational Software; Dyslexia; Learning
Computer Programming | |||
| GSLC: Creation and Annotation of a Greek Sign Language Corpus for HCI | | BIBAK | Full-Text | 657-666 | |
| Eleni Efthimiou; Stavroula-Evita Fotinea | |||
| In the framework of a research target that aims at integration of sign
language technologies to human-computer interaction applications, creation and
annotation of the Greek Sign Language Corpus (GSLC) involve, on the one hand,
data and analysis of the phonological structure of morphemes of Greek Sign
Language (GSL) and, on the other hand, collection of sentence level language
samples and assignment of their respective annotations. GSLC also entails free
sign narrations fully annotated at least for sentence segmentation. Simple and
complex sign morpheme formation is directly relevant to development of sign
recognition prototypes. In this sense, a sign language corpus intended to
support sign recognition by exploitation of a language model has to entail
sufficient data from simple- to complex-morpheme level. Sentence level
annotation, except for sentence boundaries, focuses on phrase boundary marking
and grammar information often conveyed by multi-layer markers, as is the case
of e.g. topicalisation, nominal phrase formation, temporal indicators, question
formation and sentential negation in GSL. Keywords: sign language corpus; GSL; annotation; sign recognition; human-computer
interaction | |||
| Impact of Sign Language Movie and Text Layout on the Readout Time | | BIBAK | Full-Text | 667-675 | |
| Shin'ichiro Eitoku; Shunichi Yonemura; Ken-ichiro Shimokura | |||
| In an emergency such as an earthquake, it is important to give information
in different formats that permit everyone to realize rapid assimilation. In
public spaces, information is presented to the hearing impaired in text as well
as sign language movies. In this case, it is considered that the readout time
and impression of the information depend on the layout of sign language movies
and text used. However, there are no comprehensive guidelines on the proper
layout of sign language movies and text. This paper focuses on optimizing the
layout of text and sign language movies to decrease the readout time of the
hearing impaired and the normal hearing. Tests show that the optimal spatial
separation between the text and its accompanying sign language movie depends on
their relative position. They also indicate that the readout time depends on
the separation between the line head of text and the center line of the
translator in the sign language movie. Keywords: Public Space; Sign Language; Layout; Emergency message | |||
| Comparative Analysis of the Accessibility of Desktop Operating Systems | | BIBA | Full-Text | 676-685 | |
| Ángel Lucas González; Gonzalo Mariscal; Loïc Martínez; Carlos Ruiz | |||
| This paper presents the results of ongoing research on methods for evaluating the accessibility conformance level of software and especially operating systems. Our approach is based on recommendations from software accessibility standards, and defines techniques for evaluating each of those recommendations. The proposed method has been applied to evaluate the accessibility features of one closed-source and one open-source desktop operating system, Microsoft Windows XP and the Ubuntu Linux distribution, respectively. Specifically, the functionality we have evaluated was task management and file system management. From the point of view of the evaluation process, we conclude that more work is needed on the development of support tools and techniques. And from the point of view of the specific comparison, we conclude that, taking into account the analysed functionality, the current version of the Ubuntu Linux distribution is slightly more accessible than the current Windows release, though neither of the systems fully conform to the accessibility standards. | |||
| DfA Implementations for People with Vision and Hearing Disabilities: Application and Development for Information Society | | BIBAK | Full-Text | 686-695 | |
| Algirdas Juozenas; Pijus Kasparaitis; Kastytis Ratkevicius; Dalius Rudinskas; Algimantas Rudzionis; Vytautas Rudzionis; Saulius Sidaras | |||
| This paper presents activities and challenges when implementing information
processing technologies for people with hearing and visual impairments. Other
than keyboard based input and monitor based for output modalities should be
employed for this category of users. More important is that these modalities
are crucial element for successful implementation of complex systems designed
for disabled people. Some activities carried on in Lithuania implementing
applications oriented for disabled people or using speech technologies and
targeted to impaired people are presented too. Keywords: design for all; impaired people; information technologies; speech
technologies; voice user interface; information infrastructure | |||
| Mobile Computing in Maintenance Activities: A 'Situational Induced Impairments and Disabilities' Perspective | | BIBAK | Full-Text | 696-705 | |
| Julie R. Jupp; Patrick Langdon; Simon J. Godsill | |||
| This paper examines the context of mobile computing within facilities
maintenance activities on the basis of an analysis of cursor movement and point
and click disruptions that may occur when a number of perturbations are induced
by the computing environment. An analysis based on context-aware computing
distinguishes between situational induced impairments and disabilities (SIID)
whose properties are related to Health Induced Impairments and Disabilities
(HIID) such as motion impairment, tremor or spasm. A number of technology
solutions based on Assistive Technology interventions for motion impaired
cursor movement stabilization are possible approaches to counter SIID in Mobile
computing for maintenance environments. A software based cursor movement
smoothing method based on statistical state space filtering is presented as an
example of a new development of one such approach. Keywords: maintenance activities; situationally-induced impairments and disabilities;
context-aware computing; state-space filtering; kalman filters | |||
| Establishing Design Best Practices for Users with Cognitive and Learning Difficulties | | BIBAK | Full-Text | 706-715 | |
| Simeon Keates; Philip Varker | |||
| In many respects, cognitive difficulties and learning impairments are the
poor relation of Universal Access (UA) research. Research into emotional
impairments is even less common. A simple review of almost any general UA or
Assistive Technology conference proceedings will typically show a strong bias
towards sensory (vision and hearing) impairment, with a strong minority
addressing motor impairment issues. This is an improvement on the situation a
few years ago where the vast majority of the papers would be based solely on
blindness, despite that particularly impairment constituting only 14% of people
with a vision impairment and 2% of the overall prevalence of functional
impairment in the general population [7]. This paper discusses the reasons why
such a disparity exists and summarises the outcome of an International
Symposium, hosted by the IBM Human Ability and Accessibility Center, to
establish the state-of-the-art in research and best practices for supporting
access for users with cognitive difficulties and learning impairments. Keywords: cognitive impairment; learning difficulties; design best practices | |||
| Technology and Regional Social Structures: Evaluation of Remote Sign Language Interpretation in Finland | | BIBAK | Full-Text | 716-721 | |
| Jouko Kokko; Erkki Kemppainen; Aulikki Rautavaara | |||
| During the years 2001-2004 STAKES implemented a national development project
VETURI -- networking interpreter services -. Its objective was to improve the
preconditions for the availability and quality of interpreter services. The
starting point for this development work was to provide a service with a
sufficiently large population base, in the form of regionally co-ordinated
network co-operation of a variety of stakeholders. A part of the service in the
project was given as remote videophone service. Remote interpreting made an
interpreter's work easier because she did not need to travel and was able to
work from a familiar work location. New ways to produce services enabled the
growth of remote interpretation service. Larger population base and service
resources made it possible to bring service also there where it has not been
earlier. Keywords: Disability; Interpretation service; hard of hearing people; ICT | |||
| Cognitive Ability Measures for Accessible Web Content | | BIBAK | Full-Text | 722-730 | |
| Mark Laff; Marian Rissenberg | |||
| Accessible design for World Wide Web content has been a significant focus
for many years. Guidelines, such as the W3C Web Content Accessibility
Guidelines (WCAG), give designers a list of checkpoints to be used to help
ensure that web content will be accessible to users with deficits. Of these
deficits, however, far less attention has been paid to designing for users with
cognitive deficits. In order to address this, we present an orthogonal set of
cognitive ability dimensions based in modern neuroscience, the SCEMA model,
which designers may use to characterize an individual user and help better
inform accessible design. Keywords: Accessibility; Design; World Wide Web; Cognitive Deficits | |||
| Cognitive Aspects of Ageing and Product Interfaces: Interface Type | | BIBAK | Full-Text | 731-740 | |
| Tim Lewis; Patrick Langdon; P. John Clarkson | |||
| Twelve users with a range of ages between 20 and 70, were assessed for their
cognitive capabilities and degree of experience with microwave cooker features
and then trialled with two microwaves, one with a dials interface and the other
with a buttons interface. The users were provided with a set of tasks to
complete with each microwave. It was hypothesised that all users would perform
better with the dials model but that the difference in performance between
dials and buttons would become more pronounced as age increased. This was found
to be the case in comparing the performance from the trials, with the strongest
correlation occurring between the users age and the time taken to complete the
tasks. Keywords: inclusive design; product design; cognition; learning; product experience | |||
| Experimental Study on Enlarged Force Bandwidth Control of a Knee Rehabilitation Robot | | BIBAK | Full-Text | 741-750 | |
| Chao Li; Dangxiao Wang; Yuru Zhang | |||
| Providing large bandwidth of resistant force to trainees is an important
requirement of a knee joint rehabilitation robot. Although large resistant
force can be achieved by using big motor, difficulty will arise to achieve
small resistant force because of the influence of friction, gravity and inertia
of the heavy robot. This paper presents a force bandwidth control method based
on admittance-control paradigm, which combines theoretical model under active
mode and experimental data under passive mode to compensate the influence of
the friction, gravity and inertia force upon the torque sensor signal. This
method avoids the necessity to establish complex mathematic model of the
friction forces. Furthermore, a digital filter method is proposed to reduce
computational error of angular acceleration resulted from differentiating
encoder values. An optimal filtering parameter range is chosen by Matlab
simulation. Experiment results based on a physical prototype prove the enlarged
resistant force bandwidth after force compensation. Keywords: force bandwidth; admittance control; force compensation | |||
| An Interactive Wearable Assistive Device for Individuals Who Are Blind for Color Perception | | BIBA | Full-Text | 751-760 | |
| Troy L. McDaniel; Kanav Kahol; Sethuraman Panchanathan | |||
| Color is inaccessible for individuals who are blind or visually impaired, as it is a purely visual feature. Given that many everyday tasks rely on color including coordinating clothing, social interactions, etc., the inaccessibility of color has an adverse effect on daily life. We propose an interactive, wearable assistive device that can recognize and convey colors of scenes or objects. As computer vision is challenging in real world environments due to, e.g., illumination or pose changes, computer vision algorithms can be augmented with sub-systems that can provide information on working environments of a recognition algorithm, and how it affects the recognition accuracy. In this paper, we introduce a framework that incorporates such measures, herein called confidence measures, in wearable assistive devices. By communicating to the user a quantitative measure that signifies the difference between optimal working conditions and the real environment working conditions, we can convey the reliability of system-made decisions, which enables the user to take action to improve confidence. Given that color recognition is challenging in real world settings, our system is built within our proposed framework for confidence measures. Finally, we present user recognition accuracies, both with and without confidence measures. | |||
| Integration of Caption Editing System with Presentation Software | | BIBAK | Full-Text | 761-770 | |
| Kohtaroh Miyamoto; Kenichi Arakawa; Masakazu Takizawa | |||
| There is an increasing number of rich content that includes audio and
presentations. It is important to caption these contents to assure
accessibility for hearing impaired persons and seniors. Initially, we conducted
a survey and found that the combination of video with audio, captions, and
presentation slides (hereafter "multimedia composite") is helpful in
understanding the content. Also our investigation shows that the availability
of captioning is still very low and therefore there is a strong need for an
effective captioning system. Based on this preliminary survey and
investigation, we would like to introduce a new method which integrates caption
editing software with presentation software. Three major problems are
identified: Content layout definition, editing focus linkage, and exporting to
speaker notes. This paper will show how our Caption Editing System with
Presentation Integration (CESPI) solves these problems. Experiments showed
37.6% improvement in total editing time. Keywords: Accessibility; Captioning; Presentation; Voice Recognition | |||
| Cognitive Styles and Knowledge of Operational Procedures of Electric Appliances | | BIBAK | Full-Text | 771-775 | |
| Mamoru Okada; Akio Ishimoto; Toshiki Yamaoka | |||
| The objective of this research is to investigate the relationship between
user's knowledge of operation procedures for some electric appliances and their
cognitive styles. First, questionnaires were given to the participants. The
participants answered below questions about cognitive styles. Second, to
investigate the participants' knowledge of operating procedures of the electric
appliances, participants were asked to write free text description on how to
use an appliance without actually operating it. We found certain kinds of
knowledge about operation procedures were linked to user's cognitive style. Keywords: cognitive style; mental model; operating procedure; electronic appliance | |||
| Cognitive Scales and Mental Models for Inclusive Design | | BIBAK | Full-Text | 776-785 | |
| Umesh Persad; Patrick Langdon; David Brown; P. John Clarkson | |||
| In keeping with a user capability and product demand approach to product
assessment, this paper examines the cognitive demands placed on users when
interacting with consumer products. The eventual aim is to develop a set of
cognitive capability scales that could be used in the analytical evaluation of
product interfaces. We explore the dimensions of cognitive capability relevant
to product interaction and describe how these may be used to evaluate a given
design. Planned work addresses quantitative measurement of cognitive
capabilities and predictive validation of capability scales. Keywords: Inclusive Design; Product Evaluation; Cognitive Assessment; working memory | |||
| Three Dimensional Articulator Model for Speech Acquisition by Children with Hearing Loss | | BIBAK | Full-Text | 786-794 | |
| Arumugam Rathinavelu; Hemalatha Thiagarajan; Anupriya Rajkumar | |||
| Our research indicates that acquisition of phonetic skills in voiced and
voiceless speech sounds was improved by using Computer Aided Articulatory Tutor
(CAAT). The interface of CAAT displays the place of articulation and relevant
image objects for articulatory training simultaneously. The place of
articulation was presented by using three dimensional articulatory tutor.
Suitable computer graphics and Magnetic Resonance Imaging (MRI) techniques were
used to develop inner articulatory movements of the animated tutor. Ten hearing
impaired children between the ages 4 and 7 were selected and trained for 30
hours across four weeks on 50 words under 10 lessons. The words were selected
from the categories of voiced and voiceless stops namely Bilabial, Dental,
Alveolar, Retroflex and Velar. The articulatory performance of HI children was
investigated to find out their speech intelligibility. Keywords: 3D Modeling; MRI Techniques; Speech perception; Speech production; Computer
aided articulator model | |||
| DfA Products and Services from a User Perspective to Facilitate Life at Home for People with Cognitive Impairments | | BIBAK | Full-Text | 795-804 | |
| Claes Tjäder | |||
| Supportive technology is expected to facilitate life at home for people with
cognitive impairment. To study the usability of a number of
support-installations in ordinary homes a three-year project was launched in
Sweden. Three sites, each planned to comprise some twenty participants about
sixty years of age and upwards, suffering either from a cognitive impairment
such as an acquired brain injury or other forms of cognitive impairments, have
been engaged. One goal was to acquire knowledge and experience about technical
support, their appropriateness and adaptability to the users and to the
organisation supporting them. Another goal was to develop and test supportive
technology and a third goal was to explore ways to the market for Design for
All products which are necessary for some but useful to most of tenants. The
housing companies played an important role for the development of the project
and the way to the market, as many technical aids basically are parts of the
physical building structure. Keywords: Supportive technology; Design for All; cognitive impairment; independent
living; housing companies | |||
| Design Implications of Simultaneous Contrast Effects Under Different Viewing Conditions | | BIBAK | Full-Text | 805-811 | |
| Shiaw-Tsyr Uang; Cheng-Li Liu | |||
| This paper proposed that the viewing conditions for printed matters and
projected images are quite different for three major reasons. Therefore, the
brightness perception phenomenon and brightness perception theory generated
from the printed matters should be revised and modified when applied to the
projected images. The purposes of the present research were to examine the
effects of brightness illusions while viewing the projected images, to
understand the brightness perception process in projection environment, and
thus to generate design implications for better usage of the projectors. Keywords: Projector; Luminance; Brightness perception; Brightness illusion | |||
| Beyond the Constraints of QWERTY Keyboard: Challenges to Provide Alternative Input Methods for Japanese Older Adults | | BIBAK | Full-Text | 812-817 | |
| Hiroyuki Umemuro | |||
| Standard QWERTY keyboards are considered as a major source of reluctance
towards computer usage by Japanese elderly, because of their limited experience
with Western typewriters and the high cognitive demand involved in typing
Japanese characters with them. This paper discusses the difficulty in typing
Japanese characters using QWERTY keyboards, and then introduces two alternative
approaches. The first approach makes use of touchscreen and software keyboards.
Touchscreen enables users to enter Japanese characters more directly and is
expected to moderate their resistance. As the second approach, a trial to
develop a mechanical keyboard that is able to change its key layout dynamically
is introduced. The proposed keyboard is also capable to change colors of keys,
to flash keys to attract users' attention, and to hide unnecessary keys to
avoid errors. Keywords: interface; keyboard; touchscreen; elderly; gerontechnology | |||
| Embedding Expert System into a Computerized Assessment Tool for Mouse Proficiency | | BIBAK | Full-Text | 818-823 | |
| Chih-Ching Yeh; Ming-Chung Chen; Chi Nung Chu; Chien-Chuan Cko; Ting-Fang Wu | |||
| This paper described an assessment system which embedded expert system based
on the idea of neural network. Authors developed a computerized assessment tool
for mouse operating proficiency and applied into clinical service. The result
indicated that the objective tool had great contribution for selecting suitable
pointing device for the client. However, clinical also found that comparing the
effectiveness between different device and operation environment by some
parameters was labor consuming. Expert system may be an available solution for
clinical professional to select suitable pointing and selecting device more
efficiently. Therefore, this study aimed to develop an embedding expert system
into a computerized assessment tool for mouse operating proficiency. Keywords: neural network; cursor movement; expert system | |||
| Urgent Information Presentation Using Listed Sign Language | | BIBA | Full-Text | 824-830 | |
| Shunichi Yonemura; Shin'ichiro Eitoku; Ken-ichiro Shimokura | |||
| This paper proposes a listed sign language system that combines written expressions in table form with sign language fragments. The system generates urgent video style messages that offer rapid, certain, and easy understanding for environments such as railway carriages. We developed a prototype of the system and conducted an evaluation experiment. The results show that the system improves the level of understanding urgent messages. Participants confirmed that the messages scored highly in terms of ease of understanding, high accuracy, rapid understanding, and sense of security. | |||
| SMART Rehabilitation: Implementation of ICT Platform to Support Home-Based Stroke Rehabilitation | | BIBA | Full-Text | 831-840 | |
| Huiru Zheng; Richard J. Davies; T. Stone; S. Wilson; J. Hammerton; Sue J. Mawson; P. M. Ware; Norman D. Black; N. D. Harris; Chris Eccleston; H. Hu; H. Zhou; Gail A. Mountain | |||
| Stroke is the biggest cause of severe disability in the UK. The National Service Framework for Older People recommends that rehabilitation should continue until maximum recovery has been achieved. However, due to cost factors inpatient length of stay is decreasing and outpatient rehabilitation facilities are limited. The level of therapy could be improved by providing assistive technology, in the form of tele-rehabilitation, within patients' homes. This paper presents the development of the SMART rehabilitation system, a home-based tele-rehabilitation system to argument upper limb rehabilitation, with the emphasis on the implementation of the system ICT platform and user interface design. | |||
| Perceptive Supplementation for an Access to Graphical Interfaces | | BIBAK | Full-Text | 841-850 | |
| Mounia Ziat; Charles Lenay; Olivier Gapenne; John Stewart; Amal Ali Ammar; Dominique Aubert | |||
| Studies using the sensory substitution devices reveal that perceptive
activity itself is embodied in a living body capable of movement and possessing
its own spatial dimensions. To study the conditions of a prosthetic perception,
we developed a minimal device, Tactos, which carries out a coupling between the
pen of a graphics tablet and tactile sensory stimulators. This system allows
subjects to explore virtual tactile pictures and is intended to give to blind
people an access to computer graphics. We will present here experimental
results regarding the different aspects of perception using this device. Keywords: Sensory substitution; haptic and tactile perception; Perception/action
coupling | |||
| Elderly and Disabled Travelers Needs in Infomobility Services | | BIBAK | Full-Text | 853-860 | |
| Evangelos Bekiaris; Maria Panou; Adriani Mousadakou | |||
| Within ASK-IT project, an extensive survey of the needs of elderly and
disabled travelers using infomobility services has been performed. More
specifically, 39 past and on-going research projects have been reviewed, having
a common aim to ASK-IT. The user needs that have emerged after the testing of
the developed systems are highlighted in this document for the transport and
tourism areas. Results do not refer only to the visual and acoustical HMI of
systems and services for information provision while traveling, but also to the
content and the design aspects of the HMI, in order to satisfy accessibility. Keywords: infomobility; needs; elderly; disabled; accessibility; HMI | |||
| Aging Well: The Use of Assistive Technology to Enhance the Lives of Elders | | BIBAK | Full-Text | 861-867 | |
| Cathy Bodine | |||
| Eighty percent of seniors have some type of functional impairment that
impacts one or more activities of daily living. This paper focuses on the use
of assistive technology devices to support elders with successful aging. A
variety of assistive technology devices and their utilization by elders are
explored. Keywords: aging; disability; assistive technology | |||
| Senior Surfers 2.0: A Re-examination of the Older Web User and the Dynamic Web | | BIBAK | Full-Text | 868-876 | |
| Ann Chadwick-Dias; Marguerite Bergel; Thomas S. Tullis | |||
| Though the Web and those who use it have changed considerably in the last
decade, a digital divide between older and younger users persists. Older users
still use the Web less than younger users, and more commonly experience
significant usability issues when they do. With the emergence of Web 2.0
technologies, we have the ability to close that divide and ensure the Web is
universally usable for people of all ages. It requires taking what we know of
"senior surfer" requirements and applying them to Web 2.0 interfaces. This
paper examines the changing nature of the Web, the Senior Web user, and
assesses how Web 2.0 technologies can -- but do not yet -- improve universal
access for everyone. Pilot studies support these hypotheses; future studies are
planned to further examine these issues. Keywords: Older users; seniors; Web 2.0; Rich Internet Applications; usability;
accessibility; AJAX; Flex; Flash; DHTML; Web design | |||
| Older People as Information Seekers: Exploratory Studies About Their Needs and Strategies | | BIBAK | Full-Text | 877-886 | |
| Jérôme Dinet; Eric Brangier; Gabriel Michel; Robin Vivian; Sophie Battisti; Rémi Doller | |||
| In two studies, we investigated the influences of some individual variables
that are related to information search strategies and information access in
general for old end-users, and we investigated experimentally the influences of
metamemory on their performances and strategies. The first study investigated
the Internet access, interests, and information search from the Internet among
seniors, by using interviews with a semi-directed questionnaire performed with
47 old end-users (ages from 68 to 73 years). The second study investigated the
impacts of a specific cognitive ability, i.e., metamemory abilities, on the
information search activities performed by 50 old end-users. Results have shown
that the World Wide Web emerged as a major information resource for them, their
opinions are modulated by Web experience, locating relevant information among
information provided by the search engines emerged as a major problem for the
old end-users, and metamemory abilities do not seem to be implicated in the
computerized information search activities: No significant result was obtained
in the experiment conducted in the second study. Additional research with old
end-users is needed to determine the generalisability of the results obtained
in our two studies. Keywords: Information search; Senior; Older people; Metamemory; Cognitive dimension | |||
| Requirements and Ethical Issues for Sensor-Augmented Environments in Elderly Care | | BIBAK | Full-Text | 887-893 | |
| Erwin Fugger; Barbara Prazak; Sten Hanke; Siegfried Wassertheurer | |||
| The analysis of the potential for technological innovations to contribute to
the prolongation of the independence of the elderly in the care context needs
to be situated against a background of change which presents a set of
challenges, opportunities and risks. The challenge is to ensure an optimal
quality of life and equitable treatment for the growing elderly population.
Technological innovations present significant opportunities for meeting these
challenges. However, there are also some potential risks associated with the
application of technology in this domain. Starting from this apprehension, the
paper deals with physical environments and needs of elderly in relation to
technical implications and ethical considerations. Two pilot projects in the
field of "Ambient Assisted Living" are outlined, dealing with the development
of an electronic user terminal and a safety assistant for the elderly. Keywords: Assistive technologies; elderly; physical environments; user needs; ethical
considerations; pilot projects | |||
| Ergonomic Design of Computerized Devices for Elderly Persons -- The Challenge of Matching Antagonistic Requirements | | BIBAK | Full-Text | 894-903 | |
| Matthias Goebel | |||
| Aging implies a general decrease of physical and mental fitness, which,
however, largely depends on training. Additionally, individual impairments
occur more frequently with age. Three studies show that most elderly people
struggle with the application of modern technologies, although physical
communication is only slowed but not impaired and handling characteristics do
not significantly differ from younger persons. Most usability problems
originate from a lack of understanding the complex interaction of menu control.
Former education and missing experience then tend to augment usability problems
with time. Using the example of a mobile phone prototype it is shown that,
despite the complex and inconsistent needs of elderly, the usability obstacles
can be vanquished by considering the hierarchy of cause-effect relationships
for design. Keywords: Elderly persons; usability; input devices; menu control; product design | |||
| Web Access for Older Adults: Voice Browsing? | | BIBAK | Full-Text | 904-913 | |
| Vicki L. Hanson; John T. Richards; Chin Chin Lee | |||
| We report on a study exploring the use of voice commands by older adults
browsing the Web. We sought to develop an understanding of how such commands
might make Web navigation and access to Web accessibility transformations
easier. The results suggested a number of surprising difficulties in using
spoken commands. Some were due to general confusions about how to use the
browser. Some were due to mismatches between what was natural to say versus
what was natural to do with a mouse. We review some of these difficulties and
discuss possible underlying reasons. Finally, we suggest interface changes that
would make an otherwise well-engineered user interface better suited for voice
commands. Keywords: older adults; Web; conversational interfaces; UI | |||
| How Can We Make IT Devices Easy for Older Adults? Effects of Repetitive Basic Operation Training and Help-Guidance on Learning of Electronic Program Guide System | | BIBAK | Full-Text | 914-922 | |
| Noriyo Hara; Toshiya Naka; Etsuko T. Harada | |||
| Older adults have difficulties in using unfamiliar IT appliances because
they look poor to learn operations in trial-and-error fashion. To find a
different way for older adults to learn operations effectively, an experiment
like usability testing with Electronic Program Guide (EPG) system on a HDD/DVD
recorder was executed. Unfocused general information was not helpful for
learning new operations. Repeated practice of basic operations with timely
help-guidance messages facilitated the acquisition of targeted elementary
actions and made them easy to learn new elementary actions as well as new
complicated operations. It was suggested that older adults could learn better
from successful operations than from trial-and-errors, which may induce harmful
error spiral. It is necessary to investigate how to avoid error spiral in
self-learning environment in home use. Keywords: Help-guidance; Repeated practice; Usability testing; Electronic Program
Guide (EPG) system; Error spiral; Errorless learning | |||
| On Some Aspects of Improving Mobile Applications for the Elderly | | BIBAK | Full-Text | 923-932 | |
| Andreas Holzinger; Gig Searle; Alexander K. Nischelwitzer | |||
| Improving the quality of life of elderly people is an emerging issue within
our information society for both research and development. This paper addresses
some issues on the development of applications for mobile devices, which have
been designed to enhance the quality of life of the growing number of elderly
people, and how they can be made more acceptable to the target population. We
summarize some relevant issues in order to devise a research methodology to
cover more than just the technological and physical aspects of user interfacing
but also psychological and sociological aspects. One aspect of achieving this
aim is to confront designers and developers with those problems that the
elderly face daily and which are not easily understood -- especially by younger
designers and developers. Finally, we present some issues on how to simulate
certain physical constraints of elderly by using the AgeSim, which is a
simulation suit. However, not only physical but also cognitive impairment cause
problems amongst elderly and result in fear, anxiety and consequently in
rejection. The main goal of this paper is to raise awareness amongst developers
on which problems are to be taken into considerations during design and
development of mobile applications for the elderly. Keywords: Usability; Mobile Interfaces; User-Centered Design; Age Simulator | |||
| Touch Screen User Interfaces for Older Adults: Button Size and Spacing | | BIBAK | Full-Text | 933-941 | |
| Zhao Xia Jin; Thomas Plocher; Liana M. Kiff | |||
| This study investigated the optimal button size and spacing for touch screen
user interfaces intended for use by older adults. Current recommendations in
the literature are aimed at general audiences and fail to consider the specific
needs of older adults. Three independent variables, button size, button
spacing, and manual dexterity were studied in two experiments that measured
reaction time, accuracy and user preferences. Design recommendations for touch
screen button size and spacing for older adults are stated based on these
experiments. The paper also discusses the role of manual dexterity in designing
appropriate touch screen interfaces for older adults. Keywords: older adults; usability; touch screen; user interface design | |||
| Creating Home Network Access for the Elderly | | BIBAK | Full-Text | 942-949 | |
| Kristiina Karvonen | |||
| Wireless broadband networks for home environment present us with many
challenges unfamiliar in more public settings. At home, we encounter the
end-users with little ICT experience. Probably among the most challenging
members of the home network are the elderly, who may have demanding needs for
ensuring accessibility. Either living in a joined community as in a home for
the elderly or at home on their own, the possibility to have a remote
connection to the homes of their extended family may become important by e.g.
decreasing mobility. Interconnectivity between various heterogeneous networks
across multiple homes means for example situations where the family shares a
photo album or web server with various pieces located at different homes. In
this paper, we identify usability challenges presented by internetworking
multiple homes, with a special focus on universal accessibility. Keywords: Home networks; accessibility; usability; user interface design; security;
accessibility; authentication | |||
| Contextual Research on Elderly Users' Needs for Developing Universal Design Mobile Phone | | BIBAK | Full-Text | 950-959 | |
| Hyunjeong Kim; Jeongyun Heo; Jungwha Shim; Miyoung Kim; Soojung Park; Sanghyun Park | |||
| As the aged society and digital convergence have been progressed, 6most of
elderly users are having difficulties in using mobile phone with complex
functions. It is necessary to develop mobile phone with easy and convenient
usability for universal users including elderly based on concept of universal
design. We conducted qualitative & contextual research on elderly users'
contextual experience and interaction difficulties in using mobile phone in
everyday life. Based on elderly users' need figured out in this research, we
tried to retrieve User Interface Design implication for universal design mobile
phone, which can be used easily by anyone regardless of age and ability. Keywords: contextual research; elderly user; universal design; mobile phone; UI design | |||
| Design of Interactive Technology for Ageing-In-Place | | BIBAK | Full-Text | 960-967 | |
| Shaun W. Lawson; David Nutter; Peter Wilson | |||
| In this paper we describe work directed at exploiting existing consumer
electronics to present just-in-time reminder cues to assist ageing-in-place. We
describe our methodology which first employed a series of structured interviews
to gain insight into older people's opinions and expectations of consumer
electronics and of the notion of autonomous and persuasive reminder systems. We
then discuss our initial efforts to design and evaluate (using a Wizard-of-Oz
methodology) a system which can make use of the existing programmable and
wirelessly-networked, technology within the home, to provide a rich messaging
service to older people as they conduct their everyday activities. Our research
has the long-term aim of providing just-in-time, appropriate cues via
multimodal displays to aid safer ageing-in-pace for the older population. Keywords: Aging-in-place; persuasive technology; smart homes; pervasive computing | |||
| Difficulties on Small-Touch-Screens for Various Ages | | BIBAK | Full-Text | 968-974 | |
| Chang-Franw Lee; Chen-Chia Kuo | |||
| Digital products with small-touch-screens are increasingly affecting daily
life, and most especially that of the elderly population in Taiwan which, at
present, is over 9.9%. As people age, they find it increasingly difficult to
operate digital products with small-touch-screens. The main purpose of this
study was to investigate and categorize these difficulties for three groups of
adult users. The fifteen participants in the investigation were classified into
three groups: young adults, middle-aged adults and elderly adults. All of the
adults were requested to accomplish different tasks using three digital
products with small-touch-screens and then to provide their opinions on the
kinds of difficulties they had encountered. The experts classifying the results
found that the elderly adults were the group confronted with the most
difficulties in the operation of small-touch-screen digital devices. In the
digital dictionary experiment, the greatest difficulty for the three groups
centered on cognitive ability; the majority of problems were related to motion
in the PDA. In fact, the most notable problems for each of the participants
were related primarily to motion in the PDA and to cognition. The results also
indicated the common operational problems with the three digital products with
small-touch-screens, including the impact of space or position of handwriting
and button size on motion ability; and the impact of the size and color of the
fonts or icons and screen brightness on perception ability. Lastly, regarding
the difficulties with cognition, most of the participants were confronted with
complex information, inconsistent with the interfaces of the digital products.
Results of this study were based on the opinions from the three adult groups
and, could be used in future designs for small-touch-screen interfaces. Keywords: small-touch-screen; motion; perception; cognition | |||
| Strategy of Visual Search of Targets on Screen Through Eye Movement of Elderly Person | | BIBAK | Full-Text | 975-981 | |
| Kazunari Morimoto; Yasumasa Okuyama; Xu Xiaonian; Hyun Seok Ryu; Koo Kang; Son Tae Won | |||
| It is important that the operation characteristic of the elderly have to
clear for designing information equipment that was deeply considered about
influences of aging. Visual search tasks were imposed on the elderly in this
study and found strategy for searching target by analyzing their eye movements
that gazing time, gazing position and locus in the search task. Experimental
parameters of stimulus were the number of character strings, the letter types,
and the number of stimulus represented on screen. Results showed that mean
gazing times become long in accordance with the number of characters. When
alphabetic letters was reproduced on screen, the elderly hesitated to search a
target stimulus. By analysis of gazing position and locus of eye movement, the
strategy of visual search of the elderly was categorized three patterns. Keywords: Elderly person; Information equipment; Eye movement; Visual search | |||
| Methodologies for Involving Older Adults in the Design Process | | BIBAK | Full-Text | 982-989 | |
| Alan F. Newell; John L. Arnott; Alex Carmichael; Maggie Morgan | |||
| Older people provide much greater challenges to user-centred design than
more traditional user groups. It is also very important to encourage (often
young) designers to develop a relationship with, and an empathy for, older
users. It is recommended that older users be fully integrated into the design
process. Researchers, however, need to take care to be sensitive to the
characteristics, sensory and cognitive capabilities, and the attitudes of older
people to computers and to being included in research studies. The paper
suggests strategies for doing this, together with the more radical approach of
using professional actors as surrogates for real older users. Keywords: Older users; accessibility; user centred design; theatre in usability
studies | |||
| RFID Cards: A New Deal for Elderly Accessibility | | BIBA | Full-Text | 990-999 | |
| Robert Pastel; Charles Wallace; Jesse Heines | |||
| Elderly adults face two serious challenges bridging the digital divide. First, many suffer from physical or cognitive disabilities, which inhibit computer use. Second, the "traditional" personal computer interface constitutes a foreign and forbidding paradigm. Consequently, elderly adults are less likely to access the Internet, and this lack of accessibility denies them increased social contact and access to information. This paper presents the design of a tangible user interface (TUI) for an email client that is suited to the physical, neurological, and cognitive needs of elderly users. A review of the TUI literature identifies radio frequency identification (RFID) tagged cards, integrated with standard personal computers, as a viable alternative to the mouse. These cards can represent interaction objects and actions, forming the basis for an interaction language. The email client interaction design illustrates many simple and advanced RFID card interaction techniques. | |||
| An Investigation of Older Persons' Browser Usage | | BIBAK | Full-Text | 1000-1009 | |
| Prush Sa-nga-ngam; Sri Kurniawan | |||
| This paper reports on a study comparing Microsoft Internet Explorer 7 and
Mozilla Firefox 2 with 18 participants aged 60 years old and over. The
participants performed six groups of tasks related to browsing, navigation,
navigation enhancement, bookmark, information transfer, personalization and
technical manipulation. The study covers their performance, problems, and
comments. This study found that menu bar is an important feature for supporting
browsing activity. The participants performed the navigation tasks well but
less so for personalization and technical manipulation tasks. Keywords: web browser; ageing; performance; user interface | |||
| Investigation of Adaptation Dimensions for Age-Differentiated Human-Computer Interfaces | | BIBAK | Full-Text | 1010-1019 | |
| Nicole Schneider; Sabine Schreiber; Janet Wilkes; Morten Grandt; Christopher M. Schlick | |||
| An important issue of the demographic change in the German population is the
maintenance and promotion of the employability of aging workforces. However,
there are hardly any suitable concepts or usable tools available to realize
this goal. Possible approaches should push the individual strengths of the
aging workers to the foreground and intercept the possible physical and
cognitive losses in ability that occur with an increase in age. A model of
age-differentiated adaptation of the human-computer interface, in which
automatic adaptations are conducted based on individual user characteristics,
is presented in this article. First connections between user characteristics
and adaptation dimensions were analyzed in a study with 90 subjects ranging
from 20 to 73 years of age. Results indicate a significant influence of
graphical layout on memorization as well as interpretation performance. Keywords: demographic change; adaptive human-computer interfaces; individualization of
software | |||
| User Specific Design of Interfaces and Interaction Techniques: What Do Older Computer Users Need? | | BIBAK | Full-Text | 1020-1029 | |
| Christine Sutter; Jochen Müsseler | |||
| The increase of a "graying" society is apparent in recent decades and as
such, the attention of marketing and product design is more and more focused on
older users of technical devices. The study addresses the relevance of hardware
and software design in human-computer interaction of older users. It was found
that performance significantly increased (up to 3 times) with easier sensumotor
transformation and easier task type. However, this was more prominent in
middle-aged users than in younger users. Task difficulty revealed a rather
unspecific impact on performance (43%), and was equally apparent in both age
groups. Recommendations derived from this review show that older users will
profit most from touch based or mouse operated interfaces. Additionally, easy
icon and menu designs are often missed and will become more and more important
for older users. Keywords: Age; User Characteristics; Task Type; Task Difficulty; Input Device | |||
| Older Adults and the Web: Lessons Learned from Eye-Tracking | | BIBAK | Full-Text | 1030-1039 | |
| Thomas S. Tullis | |||
| An eye-tracking study of a prototype website was conducted with 10 younger
adults (ages 20-39) and 10 older adults (ages 50-69) to determine if there are
differences in how they scan webpages. They performed the same tasks on the
website. On the average, the older adults spent 42% more time looking at the
content of the pages than did the younger adults. They also spent 51% more time
looking at the navigation areas. The pattern of fixations on almost all pages
showed that the older adults looked at more parts of the page than did the
younger adults. Implications for designing webpages that work well for older
adults are provided. Keywords: eye-tracking; web design; usability; age differences; seniors; older adults | |||
| Usability Design of a Scanning Interface for a Robot Used by Disabled Users | | BIBAK | Full-Text | 1040-1049 | |
| Anthony S. White; Stephen D. Prior | |||
| The results of examining a scanning user interface implementation with
command inputs in the form of head gestures for a rehabilitation robot using
Fitts' law variations and comparing these with a servo eye tracking model are
made. Calculations show that the movement time prediction is more accurate in
this case using the servo eye model. The response from the linearised eye model
predicts that there is a minimum scanning distance that can be used and minimum
spacing between commands display. Keywords: scanning user interface; Servo-eye-model; Fitts' law; rehabilitation;
robotics; gestures | |||