| Technology Support for Analyzing User Interactions to Create User-Centered Interactions | | BIBAK | Full-Text | 3-12 | |
| Dirk Burkhardt; Kawa Nazemi; Nadeem Bhatti; Christoph Hornung | |||
| Alternative interaction devices become more important in the communication
between users and computers. Parallel graphical User Interfaces underlay a
continuous development and research. But today does no adequate connection
exist between these both aspects. So if a developer wants to provide an
alternative access over more intuitive interaction devices, he has to implement
this interaction-possibility on his own by regarding the users perception. A
better way to avoid this time-consuming development-process is presented in
this paper. This method can easy implement by a developer and users get the
possibility to interact on intuitive way. Keywords: User-Centered Interactions; Human-Computer-Interaction; gesture recognition | |||
| User-Centred Design and Literacy Tools for the Deaf | | BIBA | Full-Text | 13-20 | |
| Tania Di Mascio; Rosella Gennari | |||
| The need of literacy intervention and of tools for deaf people is largely documented in the literature of deaf studies. This paper aims at eliciting the interests of HCI researchers and practitioners alike on the creation of more intelligent web tools for the literacy of deaf people. Our paper overviews several e-tools for the literacy of the deaf, and it assesses them according to the user centred design methodology. It concludes with a proposal, namely, a first set of guidelines for designing usable e-tools for deaf people, and calls for a debate on the need of a deaf user centred design. | |||
| Sign Language Recognition, Generation, and Modelling: A Research Effort with Applications in Deaf Communication | | BIBAK | Full-Text | 21-30 | |
| Eleni Efthimiou; Stavroula-Evita Fotinea; Christian Vogler; Thomas Hanke; John R. W. Glauert; Richard Bowden; Annelies Braffort; Christophe Collet; Petros Maragos; Jérémie Segouat | |||
| Sign language and Web 2.0 applications are currently incompatible, because
of the lack of anonymisation and easy editing of online sign language
contributions. This paper describes Dicta-Sign, a project aimed at developing
the technologies required for making sign language-based Web contributions
possible, by providing an integrated framework for sign language recognition,
animation, and language modelling. It targets four different European sign
languages: Greek, British, German, and French. Expected outcomes are three
showcase applications for a search-by-example sign language dictionary, a sign
language-to-sign language translator, and a sign language-based Wiki. Keywords: Sign Language; Deaf communication; HCI; Web accessibility | |||
| Improving Static Print Design Readability Using Mobile Reading Filters | | BIBAK | Full-Text | 31-37 | |
| Jackson Feijó Filho; Wilson Prata | |||
| This work proposes the use of mobile computer cameras as an alternative
assistive technology for people who do not read easily. It attempts to explore
mobile camera software options to improve readability, making use of well known
reading filters concepts. A proof of concept of this work is demonstrated by
the implementation and demonstration of a mobile application prototype that
applies various real-time filters to the viewfinder. Keywords: Readability; mobility; visual impairments; accessibility | |||
| ICT Services for Every Citizen: The Challenge of Gaps in User Knowledge | | BIBAK | Full-Text | 38-47 | |
| Kristin Skeide Fuglerud | |||
| Many services in our society are digitalized. Being able to access and use
information and communication products and services (ICTs) has become a
prerequisite for independent living and to fully be able to take part in
society. Therefore, ICTs should be designed in such a way that they are usable
and accessible to all citizens. Experiences and results from four case studies
involving diverse user groups are discussed in this paper. The focuses of the
studies were usability and accessibility of ICTs intended to be used by
"anyone." When looking across user interaction observations of these mainstream
ICTs, the challenge of gaps in user knowledge were striking. The challenge of
defining a basic level of usable and accessible ICT features is also discussed. Keywords: universal usability; e-Inclusion; universal design; gaps in user knowledge;
accessibility; user diversity; elderly; visually impaired | |||
| Transmission of Acoustic Information of Percussion Instruments through Tactile Sensation Using Air-Jet Stimulation for Hearing Impaired Person | | BIBAK | Full-Text | 48-57 | |
| Tomokazu Furuya; Yuki Yanagisawa; Takahiro Tamesue; Kazunori Itoh | |||
| We are trying to transfer acoustic information to hearing impaired persons
through tactile sensation using air-jet stimuli. We focused on psychological
tonal impressions given when hearing various sounds, and examined whether these
impressions could be given by air-jet stimuli. In order to replace percussion
sounds with air-jets, we connected the acoustic characteristics to the
parameters of the air-jet stimuli. Relationships between the acoustic
characteristics of percussion instruments and the physical characteristics of
air-jets have been found by analysis of psychological impressions given when
hearing percussion instrument sounds and perceiving air-jet stimuli. As a
result, transmitting musical information was possible. Keywords: Acoustic information; Percussion sound; Tactile sensation; Air-jet
stimulation; Hearing impaired person; Psychological impression | |||
| Enabling People -- Creating Inclusive Human-Computer Interactions | | BIBAK | Full-Text | 58-67 | |
| Rama Gheerawo; Yanki Lee | |||
| Inclusive design has traditionally dealt with physical design and
differences in age and ability. However, as information technology becomes more
pervasive, the new barriers to inclusivity are increasingly digital. Centring
design around people can increase competitiveness and value, especially in
fast-moving technology markets, but technology-specific, people-centred
strategies need to be developed that build on existing inclusive design
processes and go beyond the 'technology-push needs-pull' approach to
accommodate the social complexity that surrounds the everyday use of
technology. This paper focuses on the challenges of implementing inclusive
design in an technology context, illustrating this with examples drawn from the
Royal College of Art Helen Hamlyn Centre (HHC). It outlines work done with
students within an educational context and projects completed by design
graduates working with industry. The case studies aim to demonstrate an
approach that brings together the user's voice and the designer's creativity to
enable a more inclusive approach. Keywords: Inclusive design; technology; people-centred | |||
| A Multimodal Board Game System Interface Using Finger Input for Visually Impaired Computer Users | | BIBAK | Full-Text | 68-77 | |
| Yusuke Hamaguchi; Daisuke Nagasaka; Takahiro Tamesue; Kazunori Itoh; Michio Shimizu; Masahiko Sugimoto; Masami Hashimoto; Mizue Kayama | |||
| In this paper, we developed a new board game system on a PC that feels like
a real board game. The main improvements of this system are the tactile guide,
the finger input interface, and an output method using vibrating stimuli. These
improvements allow players to grasp the layout better than previous systems. We
evaluate the system using the Othello game. As the result, we see that visually
impaired persons can play the Othello game. Keywords: visually impaired person; tactile guide; speech guide; auditory display;
vibrating stimulus | |||
| Applying Human-Centered Design to Rehabilitation Device | | BIBAK | Full-Text | 78-85 | |
| Lan-Ling Huang; Dengchuan Cai | |||
| The current study investigated the patients' problems and needs during
therapy process. The investigation results were transferred to the product
requirements of the rehabilitation device. The features of the new
rehabilitation device included the following: 1) a webcam that can provide
patients to communicate with his/her families or doctors during the therapy
process, 2) a visual display that provides patients the function to see their
posture and is able to correct their actions immediately, 3) physiological data
such as movement angle, strength, and exercise time which were provided for
diagnosis application for the doctors and their families, and 4) the main
operational was designed to be adjustable for different individuals including
its height, angle, and direction. The current design obtained positive
evaluation preliminary by the occupational therapists. The procedure, methods
and design of this study can be used as a reference for rehabilitation product
design. Keywords: upper extremities; rehabilitation therapy; product design | |||
| Implications of Participatory Design for a Wearable Near and Far Environment Awareness System (NaFEAS) for Users with Severe Visual Impairments | | BIBAK | Full-Text | 86-95 | |
| Si-Jung Kim; Tonya L. Smith-Jackson; Katherine Carroll; Minyoung Suh; Na Mi | |||
| This paper presents experiences from a study that included five users with
Severe Visual Impairments (SVIs), fashion designers, and human factors
engineers. We used participatory design (PD) to develop a wayfinding and
object-recognition system. The PD study consisted of three sessions and was
designed to include actual users in the design process. The primary goal of the
PD was to validate the system concept and to determine the attributes of system
interaction. Two of the three sessions are discussed here. We obtained several
insights from a technological perspective, textile and apparel perspective, and
user interface design perspective. Among the results identified, users with
SVIs preferred to wear assistive technology unless that was not distracting to
the participant or those that came into contact with the participant. Auditory
feedback was chosen as a primary modality in user interface design, and we
realized that constructing a good pool of PD members is essential to transform
actual users' needs and requirements into the design process. Keywords: participatory design; usability; inclusive design; user interface; assistive
technology; wearable technology; severe visual impairment | |||
| Design of an Assistance System for Elderly Based on Analyses of Needs and Acceptance | | BIBAK | Full-Text | 96-105 | |
| Stefan Lutherdt; Carsten Stiller; Katrin Lienert; Sabine Spittel; Fred Roß; Christoph Ament; Hartmut Witte | |||
| The changing demography requires new kinds of support for elderly people.
The project WEITBLICK aims to give seniors assistance to gather information
about several services and their providers, relaying the access to such
services and offer them in an individualized manner. To determine the
requirements of elderly users a broad analysis will be performed in four
stages. To fulfill the aims of the project the system has two principles
incorporated: the service relay can be triggered by the users' former
activities or by the users actively themselves. The base for both is a database
with user and service profiles. Keywords: assistance system for elderly; requirement analyses; user and service
profiles; changing demography; information gathering; individualization | |||
| Educational Sound Symbols for the Visually Impaired | | BIBAK | Full-Text | 106-115 | |
| Steven Mannheimer; Mexhid Ferati; Davide Bolchini; Mathew J. Palakal | |||
| Acoustic-based computer interactivity offers great potential [1],
particularly with blind and visually impaired users [2]. At Indiana
University's School of Informatics at IUPUI, we have developed an innovative
educational approach relying on "audemes," short, nonverbal sound symbols made
up of 2-5 individual sounds lasting 3-7 seconds -- like expanded "earcons"[3]
-- to encode and prompt memory. To illustrate: An audeme for "American Civil
War" includes a 3-second snippet of the song Dixie partially overlapped by a
snippet of Battle Hymn of the Republic, followed by battle sounds, together
lasting 5 seconds. Our focus on non-verbal sound explores the mnemonic impact
of metaphoric rather than literal signification. Working for a year with BVI
students, we found audemes improved encoding and long-term memory of verbal
educational content, even after five months, and engaged the students in
stimulating ways. Keywords: Audeme; sound; acoustic; interface; accessibility; blind and visually
impaired; cognition; long-term memory; education | |||
| Accessing User Information for Use in Design | | BIBAK | Full-Text | 116-125 | |
| Chris McGinley; Hua Dong | |||
| This paper investigates the issue of accessibility of data and end user
information in a typical design development project, the barriers that exist,
and how relevant user information might be presented through ergonomic data
tools. The barriers typically include a combination of financial outlet, time
expenditure and lengthy sourcing of suitable user groups, all of which could be
reduced through effective use of tools. Ergonomics information and data useful
for 'inclusive' design outputs can be underused in design development at a
professional level. This study reports on tool concept development and a
co-design workshop, which were carried out as part of ongoing research into
effective communication of user data to designers in more human and engaging
ways. Keywords: Inclusive design; universal access; tools; ergonomics; user data | |||
| Engineering User Centered Interaction Systems for Semantic Visualizations | | BIBAK | Full-Text | 126-134 | |
| Kawa Nazemi; Thomas Daniel Ullmann; Christoph Hornung | |||
| For intuitive interaction with semantic visualizations, gesture-based
interaction seems a promising way. However, the development of such ensembles
is costly. To cut down the engineering effort, we propose a development model
for interaction systems with semantic visualizations. In addition, we provide a
set of evaluation tools to support the interaction developer engineer
evaluating the engineering process. Keywords: semantic visualization; gesture; interaction; universal access | |||
| An Open Source Tool for Simulating a Variety of Vision Impairments in Developing Swing Applications | | BIBA | Full-Text | 135-144 | |
| Theofanis Oikonomou; Konstantinos Votis; Dimitrios Tzovaras; Peter Korn | |||
| A lot of tools have been created lately in order to simulate how a vision impaired or color-blind person would perceive web rich-client applications and content. In this work we propose a simulation tool for non-web Java™ Swing applications. The aim is to assist the developers in preventing accessibility barriers and improving the overall quality throughout the design and implementation phases of the whole development process. | |||
| Unexploited Resources in Interaction Design for Universal Access: People with Impairments as a Resource for Interaction Designers | | BIBAK | Full-Text | 145-153 | |
| Hans Persson; Kjell Ohlsson; Sigrid Petersén; Anette Jonsäll | |||
| A challenge to HCI-designers is to create simple, usable, and useful
applications. The current paper addresses this problem and presents an
innovative possibility to extract useful information from users rarely
represented in contemporary participatory design approaches. The study was
conducted from a Universal Access point of view.
The primary result of the study is that people with well defined intellectual (e.g. understanding and logical reasoning) difficulties provided the designers of web-pages with more valuable and elaborated answers to bottlenecks in the interaction than a more representative group of web-users. With this result in mind Universal Access should not be an unreachable goal. This implies that people with intellectual difficulties can be regarded as an unexploited resource in HCI when using a participatory approach. Keywords: Universal access; Design methods; Design for all; Universal Design | |||
| Older People and ICT: Towards Understanding Real-Life Usability and Experiences Created in Everyday Interactions with Interactive Technologies | | BIBAK | Full-Text | 154-163 | |
| Sergio Sayago; Josep Blat | |||
| This paper reports key findings on an ethnographical study of everyday
interactions of older people with ICT. The research questions addressed are
what easy or difficult to use means for older people in their daily
interactions with ICT and what the relationship between usability and
experiences created between older people and ICT is. 388 older people were
observed and conversed with while using a wide array of ICT during 3 years. The
results reveal that usability is related to independency. When ICT are easy to
use, older people are independent users. Independency (dependency) can be
identified by the number and type of questions, environmental noise disturbing
interactions and required practice to master ICT. Independency leads to
experiences that are emotionally fulfilling, supportive of exploration and
reassuring. Dependency results in very sad experiences. These results suggest
another way of seeing the interactions of older people with ICT, far from
traditional individual age-related changes in functional abilities. Keywords: Ethnography; older people; real interaction; usability; experience | |||
| Interaction with Colored Graphical Representations on Braille Devices | | BIBAK | Full-Text | 164-173 | |
| Christiane Taras; Thomas Ertl | |||
| For several years there has been the wish to make colors accessible to blind
people. Colors are all around us and sighted people often talk about colors as
it is a simple means of distinguishing objects. They are used in educational
materials to ease perception, support comprehension, and focus on different
aspects. In this paper we present a new color code for viewing and editing
colored graphics on Braille devices and report on our experiences with
presenting graphics on Braille devices and our ongoing work on exploration
strategies. Keywords: tactile graphics display; Braille display; Braille color code; digital
graphics; blind and visually impaired people; exploration strategies | |||
| Living Labs as a Methodological Approach to Universal Access in Senior Design | | BIBAK | Full-Text | 174-183 | |
| Julie Christiane Thiesen Winthereik; Lone Malmborg; Tanja Belinda Andersen | |||
| In this paper we discuss the potential of using the Living Lab methodology
as an approach to ensuring universal access when designing for senior citizens.
Our understanding of Living Labs is based on a recent study of 32 Living Labs
cases, identifying central activities and issues in different applications of
the methodology. We describe a Danish Living Lab project initiated to design
for better quality of life for senior citizens in Sølund, a nursing home
in Copenhagen. Two crucial concepts from the Living Lab methodology --
co-creation and context -- act as the core concepts for our analysis of user
participation and universal access in Living Labs in general and in the
Sølund Living Lab specifically. In our conclusion we suggest areas that
should be given special attention when designing Living Lab projects and
selecting user participants. Keywords: Universal access; living labs; co-creation; participatory design | |||
| A UCD Approach towards the Design, Development and Assessment of Accessible Applications in a Large Scale European Integrated Project | | BIBAK | Full-Text | 184-192 | |
| Karel Van Isacker; Karin Slegers; Maria Gemou; Evangelos Bekiaris | |||
| ÆGIS (Open Accessibility Everywhere: Groundwork, Infrastructure,
Standards) is a user-centred project, involving several user groups (users with
visual, hearing, motion, speech and cognitive impairments as well as
application developers) throughout the design, development and assessment
phases. In this paper the holistic UCD (User Centred Design) approach of the
project is introduced. This approach ensures that the project's objectives to
determine whether 3rd generation access techniques will provide a more
accessible, more exploitable and deeply embeddable approach in mainstream ICT
applications (desktop, rich Internet and mobile applications) are met, with the
full support and involvement of a huge end-user group in every single step of
the design, development and deployment of accessible mainstream ICT. Keywords: accessible; mainstream ICT; Open Accessibility Framework; Holistic User
Centred Design; design; development; assessment; end-user groups; desktop; rich
web applications; Java-based mobile devices | |||
| Lessons Learned from Developing Cognitive Support for Communication, Entertainment, and Creativity for Older People with Dementia | | BIBAK | Full-Text | 195-201 | |
| Norman Alm; Arlene Astell; Gary Gowans; Richard Dye; Maggie Ellis; Phillip Vaughan; Philippa Riley | |||
| We have developed cognitive support for people with dementia in three areas
of activity: communication, entertainment and creativity. In each case the
cognitive support was intended to in some way replace an effective working
memory. With all three projects our findings have been a mix of expected
results and surprises. We are still working out the implications of some of the
surprising results. In this paper we set out some key findings from each of
these projects, and the lessons learned. Keywords: Dementia; cognitive prostheses; assistive technology; multimedia;
multidisciplinary working | |||
| The OASIS Concept | | BIBAK | Full-Text | 202-209 | |
| Evangelos Bekiaris; Silvio Bonfiglio | |||
| OASIS is an Integrated Project with the aim to revolutionise the
interoperability, quality, breadth and usability of services for all daily
activities of the elderly, by developing and deploying innovative technological
challenges, consisting of a new, open architecture and a hyper-ontological
framework. A wide range of applications are integrated in the areas of
independent living, socialization, autonomous mobility and smart workplaces.
User friendliness and acceptability of OASIS services are a top priority of the
project, ensured with a user-centered design approach and the development of
interactive services. Keywords: ontological framework; elderly users; independent living; autonomous
mobility; smart workplaces | |||
| Confronting the Transition: Improving Quality of Life for the Elderly with an Interactive Multisensory Environment-A Case Study | | BIBAK | Full-Text | 210-219 | |
| Phil Ellis; Lieselotte van Leeuwen | |||
| Continuing developments in medical science are leading to a general increase
in length of life. These have been accompanied by an increase in disabilities
and diseases associated with ageing and the quality of life for the old and
older old can be seen often to decline progressively. An interactive
multisensory environment (iMUSE) has been developed, together with a particular
methodology -- vibroacoustic sound therapy -- (VAST), to offer the possibility
of amelioration for some of these conditions with the aim of providing the
opportunity for an improvement of well-being for some elderly and older old
people. This paper describes the development of this environment, its modus
operandi, and concludes with a case study of an elderly frail man who provides
a model for the application of iMUSE in care homes for the elderly frail and
mentally infirm. Keywords: elderly well being; successful ageing; multi sensory; vibroacoustic sound
therapy | |||
| Influences of Age and Experience on Web-Based Problem Solving Strategies | | BIBAK | Full-Text | 220-229 | |
| Peter G. Fairweather | |||
| Older adults experience the World Wide Web differently than younger ones do.
For example, they move more slowly from page to page, take more time to
complete tasks, make more repeated visits to pages, and take more time to
select link targets. Age-related cognitive and physical changes have been held
responsible for these differences, engendering the view that older adults do
the same sorts of things as younger ones but with less efficiency, speed and
precision. This paper challenges that position. To accomplish their purposes,
older adults may systematically undertake different activities and use
different parts of websites than younger adults do. We examined the ways a
group of adults aged 18 to 73 moved through an intricate website to solve a
multipart problem. As they moved through the website, users followed different
paths than younger ones. However, the number of years of their experience with
computers and the web did not differentiate their paths. We discuss the results
and reconsider our "tally sheet" definition of experience. Keywords: World Wide Web; age; experience | |||
| An Application for Active Elderly Follow-Up Based on DVB-T Platforms | | BIBAK | Full-Text | 230-235 | |
| Maria Jesus Falagan; Juan Luis Villalar; María Teresa Arredondo | |||
| This paper describes the T-CUIDA project, an ongoing collaborative
initiative, partially funded by the Spanish Government, which aims at designing
and developing an application for promoting active elderly in their habitual
environments. The platform takes advantage of the DVB-T infrastructure, the
European digital TV broadcasting system, recently deployed in Spain. Design for
All principles are applied in a multimodal and personalized approach to provide
a complementary set of services that help aged people to keep themselves
physically and mentally dynamic. The final system is about to be conveniently
evaluated during six months by more than a hundred of potential users in four
different locations around the country. Keywords: active elderly; usability; user acceptance; digital TV | |||
| Preliminary Study on Remote Assistance for People with Dementia at Home by Using Multi-media Contents | | BIBAK | Full-Text | 236-244 | |
| Toshimi Hamada; Noriaki Kuwahara; Kazunari Morimoto; Kiyoshi Yasuda; Akira Utsumi; Shinji Abe | |||
| We are developing the system that remotely support the daily living of
people with dementia at home by using multi-media contents for bringing their
peace of mind, for preventing their behavioural disturbances, and for guiding
actions of their daily living, because a major problem in providing good care
at home to people with dementia is that it must be constantly provided without
interruption, which puts a great burden on family caregivers. At first, our
developed system can provide dementia people with multi-media contents such as
reminiscence photos and videos for instilling a sense of peacefulness in their
minds. These contents are used in remote reminiscence therapy by using
simultaneous photo and video sharing. Also, we developed video instruction
system for guiding their actions in a toilet to help them. We evaluated the
effectiveness of our system from viewpoints of relieving the stress of their
family caregivers, and of the extent of their independence in daily living.
According to the evaluation results, we discuss on essential problems to be
overcome for supporting people with dementia remotely, and present our approach
towards realizing the system that effectively guides and navigates people with
dementia for living independently. Keywords: Dementia; reminiscence; assistive technology; content | |||
| Cognition, Age, and Web Browsing | | BIBAK | Full-Text | 245-250 | |
| Vicki L. Hanson | |||
| The literature on Web browsing indicates that older adults exhibit a number
of deficiencies when compared with younger users. But have we, perhaps, been
looking at the question in the wrong way when considering technology skills of
older users? What are the strengths of older users that can be leveraged to
support technology use? This paper considers cognitive aging with respect to
distinctions in abilities that decline, and those that do not, with age. A look
at specific abilities and their interactions may serve to help designers create
software that meets the needs of older users. Keywords: older adults; Web; cognitive abilities | |||
| Towards an Account of Sensorimotor Knowledge in Inclusive Product Design | | BIBAK | Full-Text | 251-260 | |
| Jörn Hurtienne; Patrick Langdon; P. John Clarkson | |||
| By 2020, one in every two European adults will be over 50 years in age. As
old age brings along reductions in sensory, cognitive, and motor abilities,
product development methodologies have to adjust. While sensory and motor
abilities are relatively straightforward to measure, cognitive abilities are
more elusive. The paper discusses how different sources of prior knowledge can
inspire inclusive design. Special emphasis is put on knowledge derived from
basic sensorimotor experiences. This is proposed to complement previous studies
investigating the effects of tool knowledge on inclusiveness. Image schema
theory as an account of sensorimotor knowledge is introduced and its
universality, robustness, and multimodality are discussed. Current evidence for
the usefulness of applying image schemas in user interface design is reviewed
and implications for inclusive design research are derived. More specifically,
a research program is developed that includes theoretical, empirical, as well
as practical studies to promote the ideas developed in this paper. Keywords: Inclusive Design; Image Schemas; Prior Knowledge; Cognitive Abilities;
Embodied Cognition | |||
| A Touch Screen Button Size and Spacing Study with Older Adults | | BIBA | Full-Text | 261-262 | |
| Maria LaVictoire; Nick Everhart | |||
| In 2003 Boston Scientific was planning the release of a touch screen-based in-home monitor for patients with Boston Scientific Implanted Cardioverter Defibrillators (ICD). The demographic of these patients is heavily weighted towards older populations. The research, recommendations, and guidelines at that time were largely based on young healthy users. Hence, a need existed to determine acceptable button size and spacing for aged populations. | |||
| Access Tool? Accelerating Treadmill? Technology and the Aging Population | | BIBAK | Full-Text | 263-268 | |
| Clayton Lewis; Lise Menn | |||
| Smart homes, smart cars, and electronic interactions with family, merchants,
and service providers promise to make the lives of the elderly and people with
disabilities much easier. Paradoxically, the constantly accelerating pace of
technological change will eventually make the machines we live with
inaccessible to everyone who has a normal life span. Thought, planning, policy
formulation, and action will be required to insure that everyday technology
maintains interfaces that will be accessible to aging users, who are among the
people who need it most. The User Access community is uniquely qualified to
formulate and pioneer accessible design principles, and to bring these
principles and policies to the attention of the public, relevant non-government
organizations like the AARP, and public officials. Keywords: older adults; Web; interface; design policy; disabilities | |||
| Use Cases Functionality of the OASIS HCI | | BIBAK | Full-Text | 269-277 | |
| Maria Panou; Evangelos Bekiaris; Maria Fernanda Cabrera-Umpierrez; Viveca Jimenez-Mixco; María Teresa Arredondo | |||
| Within OASIS, a set of detailed Use Cases have been developed, after
capturing the specific needs of elderly users on the use and acquisition of
services for the support of their every day life. These use cases offer direct
input to the design and development of the user interaction elements in terms
of key characteristics, such as self-adaptivity and personalisation parameters
that abide to the devices capabilities and environmental restrictions and
satisfy the user personal needs and wants. Keywords: use cases; personalisation; user needs; self-adaptation; independent living;
autonomous mobility | |||
| Keep It Simple! Assisting Older People with Mental and Physical Training | | BIBAK | Full-Text | 278-287 | |
| Herbert Plischke; Niko Kohls | |||
| The demographic change is having a strong impact upon Europe's societies and
upon our financial and social security systems. To avoid cost intensive
retirement homes, one main goal for European governments is to build up and
maintain a socio-technological infrastructure that allows elderly people to
stay in their familiar surroundings and cultivate their social networks as long
as possible, with support of assistive technologies. However, when deployed in
real-life settings, i.e. "in the wild", it has been shown that these will only
be accepted and therefore effective, when integrated into an environment that
aims at enhancing people's health and well-being in general. Although it is
well known that moderate physical training as well as mental exercising are
crucial for maintaining health and well-being, lack of motivation frequently
prevents individuals from exercising regularly. We introduce a simple way to
motivate elderly people for mental jogging and physical training with assistive
indoor and outdoor technology. Keywords: demographic change; social interaction; social network; social technology;
mental jogging; physical training; elderly care; AAL; ambient assisted living;
Near Field Communication; NFC; senior playground | |||
| RACE: Towards Exploring the Design Dimensions of a Route Assisting and Communicating System for Elderly | | BIBAK | Full-Text | 288-296 | |
| Suleman Shahid; Omar Mubin; Abdullah Al Mahmud | |||
| This paper explores the usability requirements of a navigation system for
older adults by identifying the key usability and ergonomic problems in
existing navigation systems and proposing a set of new guidelines for designing
such systems. We also discuss the design of a new Route Assisting and
Communication system for Elderly (RACE) in which design guidelines are
incorporated. Our results are primarily obtained from a series of usability
evaluations undertaken with the elderly. This paper also identifies a number of
advance features that a routing system should have for satisfying older adults
on road. We suggest design implications for navigation systems based on our
research and lay the path for future work. Keywords: Elderly; Navigation Systems; Usability; Design Guidelines; Communication | |||
| The Effects of Camera System on Caregivers' Behaviors to Persons with Dementia | | BIBAK | Full-Text | 297-303 | |
| Taro Sugihara; Kenichi Nakagawa; Xi Liu; Tsutomu Fujinami | |||
| We installed a camera system into a group home to investigate how such a
device may help caregivers in responding to the behaviors of the persons with
dementia. We studied how their behaviors have changed by introducing the system
into the home through video recording and a series of interviews. We found that
the system enables caregivers to optimize their responses to the persons with
dementia depending on their degree of mobility. Keywords: group home; persons with dementia; caregiving; camera system | |||
| A Function Based Approach towards Adaptive Interfaces for Elderly Users | | BIBAK | Full-Text | 304-311 | |
| Edmund Wascher; Gerhard Rinkenauer; Michael Falkenstein | |||
| Recent information technologies may support elderly people in living
independently even when they become immobile. Most computer systems, however,
are hard to use when age-related impairments increase. While sensory and motor
deficits can be alleviated by built in accessibility tools, cognitive
alterations with increasing age are often not addressed. Here, we present an
approach that intends to evaluate the adaptation of interfaces based on
individual capabilities. Keywords: Accessibility; information technologies; higher age; cognitive functions | |||
| Cognitive Chance Discovery | | BIBA | Full-Text | 315-323 | |
| Akinori Abe | |||
| Dementia is the progressive decline in cognitive function due to damage or disease in the body beyond what might be expected from normal aging. Dementia persons cannot reasonably live their lives. In order to support dementia persons' lives, various approaches are proposed. Bozeat and Hodges showed affordance might give a certain support to (semantic) dementia persons of understanding (meanings of) objects. In this paper, based on the concept of affordance, abduction, and chance discovery, a dementia care under the concept of affordance is proposed. | |||
| Efficacy of Cognitive Training Experiences in the Elderly: Can Technology Help? | | BIBAK | Full-Text | 324-333 | |
| Cristina Buiza; Mari Feli González; David Facal; Valeria Martinez; Unai Díaz; Aitziber Etxaniz; Elena Urdaneta; José Javier Yanguas | |||
| Cognitive training has been a growing field in recent years. It is
established that training improves cognitive abilities in healthy elderly
people. Specialized software and commercial devices including the possibility
of cognitive gaming has been placed into the market; most of them are based on
neuropsychological models of cognitive aging, but few have been scientifically
tested. Computerized cognitive games are being developed in "HERMES --
Cognitive Care and Guidance for Active Aging", a research project co-funded by
the European Union under the Seventh Framework Program (FP7). Cognitive
training designed for HERMES includes daily live events introduced by the user
into the system, allowing the stimulation of prospective memory with their own
information. Gaming model, concepts and assessment aims (including usability,
subjective value and efficacy) are described. Keywords: Cognitive training; cognitive stimulation; cognitive games; elderly; aging | |||
| Distributed Intelligence and Scaffolding in Support of Cognitive Health | | BIBAK | Full-Text | 334-343 | |
| Stefan Carmien; Randal A. Koene | |||
| Computers have dramatically changed the social landscape and living
practices in the 21st century. Most of those changes have empowered typically
abled adults, while it is only in the last few years that platforms and
frameworks have been developed to extend support to those with diminished
cognitive capacity. In this paper we discuses the use of scaffolding and
distributed intelligence in assistive technology design. Four examples are
presented, in domains from education to cognitive orthotics. We discuss the
technology of such applications and the problems that technology designers must
be aware of. Finally, we specify how these support frameworks fit into overall
efforts toward a culture that supports cognitive health. Keywords: assistive technology; distributed intelligence; scaffolding; design
frameworks | |||
| Asperger Syndrome and Mobile Phone Behavior | | BIBAK | Full-Text | 344-352 | |
| Laura Daley; Shaun Lawson; Emile van der Zee | |||
| This paper introduces the idea of using modern technology to work as an
assistive tool for adults with Asperger's Syndrome (AS) and Higher-Functioning
Autism (HFA) The study investigated the use of mobile phones by a neurotypical
control group. Participants reported their pattern of phone use given specific
social scenarios. Results showed that participants were more likely to use the
text messaging facility on their phone to contact someone rather than call
them. It also showed that their choice of communication mode did not differ
given different social scenarios and neither did it when the information was
given from the recipients' perspective. Further investigation is described
where this information will be compared to a group of AS individuals. Keywords: Asperger's Syndrome; Autism; Computer mediated communication; mobile phones | |||
| Age Related Cognitive Impairments and Diffusion of Assistive Web-Base Technologies | | BIBAK | Full-Text | 353-360 | |
| Senaka Fernando; Tony Elliman; Arthur G. Money; Lorna Lines | |||
| Several researchers argue that age related cognitive impairments have
detrimental affect on use of web services by older adults. However little and
systematic applied research has been conducted on how age related cognitive
impairments might affect the usage of web services by older adults.
Undoubtedly, understanding the relationship between the cognitive changes that
accompany aging and their impact on older adults' usage of web services will be
beneficial for designing web services for this group. The paper demonstrates
how such understanding has been employed to develop an assistive technology in
order to improve older adults' interaction with online forms (e.g. state
benefit application form). However the paper acknowledges that this new
assistive technology does not guarantee that people with age related cognitive
impairments accept it, as diffusion of innovation research shows that getting a
new technology adopted even when it has noticeable advantage is often very
difficult. Consequently the paper identifies critical factors that need to be
considered when adopting this new assistive technology, drawing on Rogers
(2003) theory of Diffusion of Innovations. Keywords: age related cognitive impairments; older adults; assistive technology;
online forms and web services; innovation; diffusion | |||
| Does Health Related Quality of Life Differ between People with Chronic Mental Illness Who Use Computers and Those Who Do Not? | | BIBAK | Full-Text | 361-365 | |
| Yan-hua Huang; I-Ju Su | |||
| Occupational therapists are increasingly interested in promoting quality of
life and digital divides in people with chronic mental illness. This study aims
to compare quality of life between people with chronic mental illness who use
and do not use computer. Twenty-four participants were recruited from a medical
center in northern Taiwan. Two assessments were used including 1) a Quality of
life questionnaire (WHOQOL-BREF Taiwan) and 2) a questionnaire relating to
computer and internet use developed specifically for this study. The results
show that there was a statistically significant difference in environment
domain of quality of life between people who use computers and people who do
not use computers in their daily life (p=.029). There was no statistically
significant difference in the physical, psychological and social relationship
domains of quality of life. Occupational therapists may help people with
chronic mental illness to engage in meaningful activities through using the
computer as ordinary part of their daily lives and in order to improve their
perception of quality of life. Keywords: Computer Use; Digital Divide; Mental Illness; Occupational Therapy; Quality
of life | |||
| Cognitive Impairments, HCI and Daily Living | | BIBA | Full-Text | 366-374 | |
| Simeon Keates; James Kozloski; Philip Varker | |||
| As computer systems become increasingly more pervasive in everyday life, it is simultaneously becoming ever more important that the concept of universal access is accepted as a design mantra. While many physical impairments and their implications for human-computer interaction are well understood, cognitive impairments have received comparatively little attention. One of the reasons for this is the general lack of sufficiently detailed cognitive models. This paper examines how cognitive impairments can affect human-computer interaction in everyday life and the issues involved in trying to make information technology more accessible to users with cognitive impairments. | |||
| Remote Conversation Support for People with Aphasia: Some Experiments and Lessons Learned | | BIBAK | Full-Text | 375-384 | |
| Kazuhiro Kuwabara; Shohei Hayashi; Takafumi Uesato; Kohei Umadome; Keisuke Takenaka | |||
| This paper describes a system for supporting remote conversation for people
with aphasia. We have constructed an initial prototype using Skype for video
chat and the RemoteX plug-in for screen sharing over a network. Preliminary
experiments conducted using the prototype have revealed that simply providing
video chat and screen-sharing functions is not sufficient for supporting remote
conversation with people with aphasia. We propose various simple communication
tools to facilitate questioning and answering in the remote conversation, where
a person with aphasia can reply by marking an appropriate portion of a window
provided by the tool. Their effectiveness is demonstrated through experiments. Keywords: remote conversation support; people with aphasia; screen sharing; video
phone | |||
| Mobile Technology for People with Cognitive Disabilities and Their Caregivers -- HCI Issues | | BIBAK | Full-Text | 385-394 | |
| Clayton Lewis; James Sullivan; Jeffery Hoehl | |||
| Smart phone technology is evolving to become more open to application
developers. This trend is opening the way to development of personalized
assistive technologies, location-aware services, and enhanced person-to-person
communications. This paper presents findings from an international workshop,
with participants from industry, policy, education, and private organizations.
Participants mapped future directions for exploiting technical opportunities,
with a focus on people with cognitive disabilities. HCI issues that emerged as
critical include profile-based configuration of user interfaces and
functionality, support for spoken presentation of text content, support for
viewing web content on devices with small screens, and support for remote
assistance, so that users can get help when they get stuck. In addition to
technical issues, key process and methodology issues were identified, including
more inclusion of self-advocates in design development and user testing, and
increased recognition of and support for the overall "value chain" throughout
system deployment and use. Keywords: mobile technology; persons with cognitive disabilities; caregivers;
assistive technology | |||
| ESSE: Learning Disability Classification System for Autism and Dyslexia | | BIBAK | Full-Text | 395-402 | |
| Nor'ain Mohd Yusoff; Muhammad Hafiz Abdul Wahab; Mohamad Azrulnisyam Aziz; Fauzul Jalil Asha'ari | |||
| This paper presents an Expert System for Special Education (ESSE) based on
scenario in Malaysia. This system is developed through the process of
knowledge-gaining which is gathered from various expertise in chosen domain.
Realizing the limitation of traditional classification system that teachers
adopted, we developed ESSE to automate a centralized decision making system.
ESSE is also able to provide consistent answers for repetitive decisions,
processes and tasks. Besides, teachers using this system hold and maintain
significant level of information pertaining both learning disabilities, thus
reduce amount of human errors. ESSE knowledge-based resulted from the knowledge
engineering called Qualifiers and Choice. Both are gathered from the analysis
of symptoms that are experienced by Autism and Dyslexia patients. Every type of
disability is divided to several categories and sub-category to facilitate
question's arrangement. This paper presents a review of Expert System for
Special Education (ESSE), problems arises and the knowledge-based
classification systems. Keywords: Qualifiers; Choice; Autism; Dyslexia; Knowledge Engineering | |||
| Coimagination Method: Communication Support System with Collected Images and Its Evaluation via Memory Task | | BIBA | Full-Text | 403-411 | |
| Mihoko Otake; Motoichiro Kato; Toshihisa Takagi; Hajime Asama | |||
| Prevention of dementia is a crucial issue in this aged society. We propose coimagination method for prevention of dementia through supporting interactive communication with images. Coimagination method aims to activate three cognitive functions: episode memory, division of attention, and planning function, which decline at mild cognitive impairment (MCI). Participants of the coimagination program bring images according to the theme and communicate with them. They share feeling rather than memory, which is a major difference between coimagination and reminiscence. They take memory task whether they remember the owner or theme of images after the series of sessions. We held coimagination program successfully at the welfare institution for elderly people in Kashiwa city, Japan. Each session was held one hour per week for five times. The result of the task indicates that the subjects showed empathy with each other. The effectiveness of the proposed method was validated through the experiment. | |||
| Intelligent Mobile Interaction: A Learning System for Mentally Disabled People (IMLIS) | | BIBAK | Full-Text | 412-421 | |
| Heidi Schelhowe; Saeed Zare | |||
| This paper describes the main ideas and the architecture of a system called
Intelligent Mobile Learning Interaction system (IMLIS) that provides a mobile
learning environment for mentally disabled people. The design of IMLIS is based
on the idea to adjust its content, the kind of tasks and the mode of display to
specific needs of individuals and to engage them for learning activities with
new learning motivations due to IMLIS' dynamic structure and flexible patterns.
We apply knowledge from the field of research and practice with mentally
disabled people as well as pedagogical and didactical aspects in the design. Keywords: Mobile Learning; Mobile Technology; Mentally Disabled People; Pedagogy;
Learning Process; Interactive Learning Environments; Inclusive Design; Tacit
Knowledge; Accessibility | |||
| Studying Point-Select-Drag Interaction Techniques for Older People with Cognitive Impairment | | BIBAK | Full-Text | 422-428 | |
| Nadine Vigouroux; Pierre Rumeau; Frédéric Vella; Bruno Vellas | |||
| Graphical user interfaces and interactions that involve pointing to items
and dragging them are becoming more common in rehabilitation and assistive
technologies. We are currently investigating interaction techniques to
understand point-select-drag interactions for older people with cognitive
impairment. In particular, this study reports how older perform such tasks.
Significant differences in behavior between all of the interaction techniques
are observed and the reasons for these differences are discussed according the
cognitive impairment. Keywords: Cognitive impairment; older people; interaction technique; task duration;
Alzheimer disease | |||
| Remote Reminiscence Talking and Scheduling Prompter for Individuals with Dementia Using Video Phone | | BIBAK | Full-Text | 429-438 | |
| Kiyoshi Yasuda; Noriaki Kuwahara; Kazunari Morimoto | |||
| Caring for individuals with dementia is very difficult and frustrating task,
especially for home caregivers. We have created two remote assisting systems,
the remote reminiscence talking and scheduling prompter using video phone, and
used them with four individuals with dementia living in their homes. For two
out of four individuals, reminiscence talking and scheduling prompter are
effective respectably, compared to TV watching and care giver's instructions.
The psychological stability of one individual has continued for three hours
even after the remote reminiscence talking finished. We suggest that remote
reminiscence talking and scheduling prompter are very promising for caring
individuals with dementia, although further revisions are required. Keywords: Remote; reminiscence; scheduling; dementia; video phone | |||
| A Modern Integration of Cognitive and Computer Sciences | | BIBAK | Full-Text | 441-449 | |
| Gisela Susanne Bahr; Matthew G. Bell; Jason Metz; Sarah Sowle; Elizabeth Beasley | |||
| Cognitive and Computer sciences have a long history of shared concepts and
shared terminology. This paper explores a radical way of interdisciplinary
thinking that ventures beyond loosely modeled metaphorical applications of
computer systems and the use of terminology with mere face validity. Our focus
is on interdisciplinary conceptual, structure and process commonalities. We
provide an example of the discovery of shared concepts, knowledge structures
and a common mental model using semantic memory organization in humans and
object oriented programming, in particular the principle of inheritance. We
discuss whether JAVA applications forget and suggest further research topics. Keywords: Cognitive Science; Computer Sciences; Interdisciplinary; Cross-cutting;
Common Concepts; Hierarchical Network Model; Inheritance; Memory; Forgetting | |||
| Evolutionary Changes in the Traditional Ergonomics | | BIBAK | Full-Text | 450-459 | |
| Jerzy Charytonowicz | |||
| To an average user the term ergonomics means first of all comfort and
convenience, and only then safety, orientation to health, functionality and
efficiency of a system. On the one hand such a sequence of associations and
'knowledge of ergonomics' undoubtedly results from marketing strategies and
intensity of influence of advertisements of various commodities, but on the
other hand it shows a still low level of ergonomic consciousness of society.
From prehistory, man has always taken care of their comfort and convenience by
making the first tools and successively transforming the material environment,
in order to adjust them to their own needs and thus subconsciously initializing
paraergonomic activities. The time from prehistory to the second half of the
nineteenth century can be described as a period of intuitive ergonomics or
subconscious ergonomics. Formulating principles of a new field of a new
science, which W. Jastrzebowski called ergonomics, has begun a stage which I
call a period of rational ergonomics, or fully conscious ergonomics. It was at
this time, lasting from the beginning of World War II, when areas of
application, tools, research methods were defined and attempts to apply them in
practice were made. Preparations for the war intensified the scientific
research in the field of applied ergonomics, starting a new stage in its
development lasting until the present moment, which I call a period of
scientific ergonomics. Keywords: intuitive ergonomics; rational ergonomics; scientific ergonomics; static
ergonomics; dynamic ergonomics; ecology | |||
| Affordance Conditions of Product Parts in User-Product Interaction | | BIBAK | Full-Text | 460-469 | |
| Li-Hao Chen; Chang-Franw Lee; Sy-Gia Kiong | |||
| The purpose of this study is to identify the influences of affordance
conditions, both perceptible and hidden affordances, in product interfaces on
user-product interactions. An analysis scheme was used to analysis the
affordance conditions of a digital camera's parts used as example. Moreover, a
usability evaluation was carried out to examine what affordance conditions
would influence users' operations while they practiced the operational tasks.
The results show that affordances for functionality should not only be
perceptible, but more importantly, also should be lucid for users in
user-product interactions; the evidence presented by other comprehensive
perceptual information and conventional layouts can deal with affordances being
hidden in interfaces of a product. Keywords: Affordance; Perceptual information; User-product interaction | |||
| Conformity Assessment in the Public Procurement of Accessible ICT | | BIBA | Full-Text | 470-479 | |
| Stephan Corvers; Loïc Martínez Normand; Clas Thorén; Enrique Varela; Eric Velleman; Klaus Peter Wegge | |||
| Public procurement is an important instrument for improving the accessibility of the information society. In Europe, in December 2005, the European Commission issued mandate M/376 to CEN, CENELEC and ETSI, to harmonize and facilitate the public procurement of accessible ICT products and services by identifying a set of functional European accessibility requirements for public procurement of products and services in the ICT domain. The mandate is to be carried out in two phases: Phase I -- inventory of accessibility requirements and assessment of suitable testing and conformity schemes, and Phase II -- standardization activities. This paper presents an overview of the technical report produced by the authors as members of a CEN and CENELEC project team assigned to carry out "an analysis of testing and conformity schemes of products and services meeting accessibility requirements". The work was developed from October 2007 until October 2008. | |||
| Evaluation Framework towards All Inclusive Mainstream ICT | | BIBAK | Full-Text | 480-488 | |
| Maria Gemou; Evangelos Bekiaris | |||
| The current paper presents the evaluation framework and plans developed for
the evaluation of the applications to be developed in the context of the
ÆGIS Integrating Project (Grant Agreement: 224348) of the 7th Framework
Programme, which aims to embed support for accessibility through the
development of an Open Accessibility Framework, upon which open source
accessibility interfaces and applications for the users as well as
accessibility toolkits for the developers will be built. Within ÆGIS,
three mainstream markets are targeted, namely the desktop, rich Internet
applications and mobile devices/applications market segments. Upon the basis of
an overall user-centred approach, the developed evaluation framework will
involve all types of targeted end-users, namely persons with disabilities as
well as experts in Assistive Technology, trainers/tutors and developers as well
as a series of other related stakeholders. Evaluation will be held in three
iterative phases and across 4 Pilot sites (Belgium, Spain, Sweden and in the
UK), providing in-between each phase, feedback to the development teams for
debugging and optimization. Keywords: Evaluation; accessibility; iterative testing; user-centred approach;
mainstream ICT; Open Accessibility Framework | |||
| Digital Design Mobile Virtual Laboratory Implementation: A Pragmatic Approach | | BIBAK | Full-Text | 489-498 | |
| Vlado Glavinic; Mihael Kukec; Sandi Ljubic | |||
| The omnipresence of m-devices, and especially those of the cellular phones
type, certainly makes the basis for the introduction and use of m-learning
systems, but their implementation heavily depends on the area to be covered
hence showing a different degree of complexity. This especially holds for the
area of digital design, where there is the need for handling logic schemes
which includes both displaying and modifying them in addition to the usual
imaging of text and graphics. In this paper we discuss essential HCI issues,
which are related to the implementation of a Mobile Virtual Laboratory for
digital logic design. We make use of a pragmatic approach by blending a number
of interaction methods known from other application fields hopefully providing
a holistic effect in the process of learning and teaching in the mobile. Keywords: digital logic design; m-devices; m-learning; touch sensitive screen; virtual
laboratories | |||
| Eliciting Mental Models of User Methods for Product and Communications Design | | BIBAK | Full-Text | 499-505 | |
| Joy Goodman-Deane; Patrick Langdon; P. John Clarkson; Susannah Clarke | |||
| In order for products and services to be designed inclusively, designers
need to understand users' capabilities and needs Thus methods for involving and
understanding users are of key importance for inclusive design. However, many
of these methods have limited uptake, possibly because of a poor fit with
design practice. We conducted a card-sorting study with twenty-one product and
communications designers, examining how they view user-centred methods, and how
they relate them to other design methods. Results were analysed using
hierarchical agglommerative cluster analysis to try to identify groups of
methods that are considered similar to each other. This paper particularly
examines the differences between product and communications designers. We found
that product designers perceive a larger distinction between user involvement
and other design methods, and communications designers are less structured in
their approach to methods. We conclude that inclusive design methods and their
presentation need to be adapted for different groups of designers. Keywords: Inclusive design; user methods; design practice | |||
| Functional Accessibility Testing Using Best Practices | | BIBAK | Full-Text | 506-514 | |
| Jon Gunderson | |||
| The problem with many automated web accessibility testing tools is that they
assume a repair oriented approach to web accessibility. The functional web
accessibility approach is based on best practices design approach to creating
web resources. The best practices build upon the use of web standards to
increase developer acceptance, since developers benefit from the design
efficiencies of web standards while they build highly accessible websites based
on best practices coding techniques. Automated testing tools can be used to
look for the best practices coding patterns to verify accessibility. The best
practices are essentially effective techniques to implement web accessibility
standards like Section 508 or guidelines like the W3C Web Content Accessibility
Guidelines. Keywords: web accessibility; section 508; web content accessibility guidelines;
automated testing; html; xhtml; best practices; disability; WCAG | |||
| Web User Interface Design Strategy: Designing for Device Independence | | BIBAK | Full-Text | 515-524 | |
| Panagiotis Karampelas; Ioannis Basdekis; Constantine Stephanidis | |||
| Until recently, Web services were available only through a desktop web
browser. Nowadays, methods of access move beyond the desktop computer towards
ubiquitous access through portable devices. As a consequence, users have the
chance to interact with a growing diversity of computing devices such as PDAs,
smart phones, etc., with diverse characteristics that tend to replace
conventional laptop and desktop computers. User interface designers, on the
other hand, strive to design usable interfaces to cater for the diverse
requirements of these devices. The design strategy proposed in this paper aims
at assisting user interface designers in designing for diverse devices
recommending a specific line of activities in the process of design. A case
study of application of the proposed design strategy is presented, outlining
its advantages. Keywords: User interface design; Device independence; Web accessibility; Prototyping | |||
| Inclusive Design for Ordinary Users in Extraordinary Circumstances | | BIBA | Full-Text | 525-534 | |
| Simeon Keates | |||
| Universal access is commonly interpreted as focusing on designing for users with atypical requirements -- specifically users with disabilities or older adults. However, universal access is also about providing access to users in all situations and circumstances, including those that place extraordinary burdens on the users. This paper examines the design of a user interface (UI) for use in an airport environment and explains how the lessons learned from designing for users with disabilities in particular have been applied in this new context. The paper further describes a series of experiments that were performed to demonstrate the usability of the new interface and also compare the efficacy of three different input strategies developed for the new UI. The most efficient method of input was a strategy of combined keyboard shortcuts offering access to the full functionality of the UI. | |||
| Towards Open Access Accessibility Everywhere: The ÆGIS Concept | | BIBAK | Full-Text | 535-543 | |
| Peter Korn; Evangelos Bekiaris; Maria Gemou | |||
| The current paper presents the concept of ÆGIS Integrating Project
(Grant Agreement: 224348), which aims to embed support for accessibility into
every aspect of ICT-including the pre-built user-interface components,
developer's tools, software applications and the run-time environment, and via
embeddable assistive technologies. ÆGIS is a 3,5 years project, aiming to
constitute a breakthrough in the eInclusion area, through the development of an
Open Accessibility Framework, upon which open source accessibility interfaces
and applications for the users as well as accessibility toolkits for the
developers will be built. Three mainstream markets are targeted, namely the
desktop, rich Internet applications and mobile devices/applications market
segments. Keywords: accessibility; open source; mainstream ICT; Open Accessibility Framework;
design; development; assessment; desktop; rich web applications; Java-based
mobile devices | |||
| On the Privacy-Preserving HCI Issues | | BIBA | Full-Text | 544-549 | |
| Taekyoung Kwon; JongHyup Lee; JooSeok Song | |||
| Actual interactions between human users and computers occur at the user interface, which includes both hardware and software. When users attempt to input sensitive information to computers, a kind of shoulder surfing that might use direct observation techniques, such as looking over someone's shoulder, to get the information could be a great concern at the user interface. In this paper, we observe privacy-related issues at the user interface and then present an abstract model for privacy-preserving human-computer interactions. In such an abstract model, we also present two prototype methods which could work with traditional input devices. | |||
| E-Inclusiveness and Digital Television in Europe -- A Holistic Model | | BIBA | Full-Text | 550-558 | |
| Peter Olaf Looms | |||
| This paper reviews the nature and size of the accessibility challenge and identifies pitfalls in the current strategies to promote e-inclusiveness. Using examples such as the DTV4ALL project which focuses on free-to-air broadcasting, the paper argues the case for working systematically with stakeholders associated with the entire access service supply chain to draw up and implement a continent-wide strategy to promote e-inclusiveness and digital television. | |||
| Modelling Product-User Interaction for Inclusive Design | | BIBAK | Full-Text | 559-567 | |
| Anna Mieczakowski; Patrick Langdon; P. John Clarkson | |||
| Despite continuing technological advances, there are still many daily living
products that are unusable for broad sections of the population, including
older and impaired users. Therefore, in order to design more accessible and
usable products, designers need better models that can predict how people with
varying levels of capability interpret and use different features on product
interfaces. The aim of this paper is to survey the background of modelling
product-user interaction, discuss strengths and weaknesses of various
approaches and focus on appropriate methodology to investigate inclusive
interaction with everyday products. This paper concludes that a model of
product-user interaction should include three representations of specific
information: (1) what people want to do when operating a product (goals); (2)
what people actually do while operating a product (actions); and (3) what
happens to the functional parts of the product during the operation (objects).
Further research is necessary in order to identify methods for combining goal,
action and object approaches and developing a usable and inclusive model of
product-user interaction. Keywords: Inclusive Design; Product-User Interaction; Mental Models; Cognitive
Representations; Prior Experience | |||
| Culture, Politeness and Directive Compliance | | BIBAK | Full-Text | 568-577 | |
| Christopher A. Miller; Peggy Wu; Vanessa Vakili; Tammy Ott; Kip Smith | |||
| We argue that traditional cultural factors models (from Hofstede, Nisbett,
etc.) are too abstract to provide good predictions of important human
performance behaviors such as directive compliance. Instead, we focus on
culture-specific social interaction behaviors (i.e., "etiquette") as a bridge
between abstract cultural factors and human performance. We describe a
computational model of etiquette and politeness perception, called CECAEDA
(Computational Effects of Cultural Attributes and Etiquette on Directive
Adherence). CECAEDA consists of four parts: (1) a culturally universal model of
politeness perceptions, their causes and effects, (2) a culturally universal
cognitive model compliance decision making and behaviors, (3) a set of
hypotheses about how politeness perceptions alter directive compliance, and (4)
a set of hypotheses about how cultural factors (specifically, those proposed by
Hofstede [1]) affect etiquette perceptions and, thus, directive compliance in
culture-specific ways. Each component is discussed in detail, followed by a
brief presentation of our research test bed and paradigm for evaluating
CECAEDA. Keywords: culture; politeness; etiquette; directive compliance | |||
| A Harmonised Methodology towards Measuring Accessibility | | BIBAK | Full-Text | 578-587 | |
| Alexandros Mourouzis; Grammati-Eirini Kastori; Konstantinos Votis; Evangelos Bekiaris; Dimitrios Tzovaras | |||
| This paper introduces the harmonized accessibility methodology (HAM) that
has been defined and deployed in the context of the ACCESSIBLE project. HAM is
aimed to harmonize existing collections of related design knowledge, such as
heuristics, guidelines, standards, etc., and thereby provide the grounds for
defining ontology-based rules and, and thereby implementing, within ACCESSIBLE
and beyond, automated accessibility assessment of ICT designs and developments.
Ultimately, ordinary developers will be enabled to conduct rapid, yet
specialized, accessibility assessments focused on any relevant disability
types, assistive technologies, platforms, and contextual conditions. Keywords: Accessibility; Disability; Evaluation; Assessment tools | |||
| Interactive System to Assist Rehabilitation of Children | | BIBAK | Full-Text | 588-593 | |
| Shuto Murai; Kenta Sugai; Michiko Ohkura; Mizuma Masazumi; Amimoto Satuki | |||
| We developed a new interactive system to support a child with physical
disorders to continue appropriate rehabilitation pleasurably at home. We
selected a ten-years-old boy suffering from "Spina Bifida Aperta" as the target
patient and constructed an interactive system that employed the step motion, an
effective rehabilitation method for him. Experiments were performed to evaluate
the system. Keywords: rehabilitation; children; system | |||
| A Framework for Remote User Evaluation of Accessibility and Usability of Websites | | BIBA | Full-Text | 594-601 | |
| Christopher Power; Helen Petrie; Richard Mitchell | |||
| The inclusion of participants that are representative of the diverse populations of users is essential for meaningful and useful evaluations of usability and accessibility on the web. This paper proposes the requirements and architecture for an automated tool suite to help manage the design and deployment of evaluations to these participants. A prototype implementation of this architecture that is being prepared is also discussed. | |||
| Ergonomic Issues in the Material Re-use Process | | BIBAK | Full-Text | 602-608 | |
| Maciej Skowronski; Jerzy Charytonowicz | |||
| The major purposes of ergonomic design in architecture are as follows:
creating comfortable space and environment around the human body and mind, the
optimization of working and living spaces, and preservation of the natural
environment. One of the most important aspects of the design process is proper
building materials selection. In accordance with extraction and manufacturing
processes, building materials are divided into the following groups: natural
materials, synthetics, and composite materials. In the second half of twentieth
century, mainly due to natural resource depletion, people began to focus their
attention on re-use and recycling strategies. Nowadays it seems, that thanks to
material recovery and recycling, we are able to limit the destructive impact of
human activity on the natural environment. However it needs to be pointed out,
that today's re-use technology needs to be adjusted and improved regarding
modern environmental and ergonomic issues. Keywords: architecture; ecology; energy saving; recycling; reuse; alternative
technology | |||
| User Empowerment in Standardization | | BIBAK | Full-Text | 609-614 | |
| Mathijs Soede; Nienke Blijham; Manon Verdonschot | |||
| With the Mandate 376 on Public Procurement, the European Union aims at
supporting inclusion of persons with disabilities. It is felt necessary to
prepare the End-Users, i.e. persons with disabilities for participation into
the standards processes (especially standardization in ICT) themselves. The
background, motivation behind this goal is discussed and a special course is
developed for the End-Users and presented in this paper. Keywords: Public Procurement; Inclusion for all; Design for All; Course development | |||
| Emotion Detection: Application of the Valence Arousal Space for Rapid Biological Usability Testing to Enhance Universal Access | | BIBAK | Full-Text | 615-624 | |
| Christian Stickel; Martin Ebner; Silke Steinbach-Nordmann; Gig Searle; Andreas Holzinger | |||
| Emotion is an important mental and physiological state, influencing
cognition, perception, learning, communication, decision making, etc. It is
considered as a definitive important aspect of user experience (UX), although
at least well developed and most of all lacking experimental evidence. This
paper deals with an application for emotion detection in usability testing of
software. It describes the approach to utilize the valence arousal space for
emotion modeling in a formal experiment. Our study revealed correlations
between low performance and negative emotional states. Reliable emotion
detection in usability tests will help to prevent negative emotions and
attitudes in the final products. This can be a great advantage to enhance
Universal Access. Keywords: Biological Rapid Usability Testing; Valence; Arousal; Emotion | |||
| Teaching and Learning HCI | | BIBAK | Full-Text | 625-635 | |
| Harold W. Thimbleby | |||
| We consider how to teach effectively with particular reference to HCI. HCI
can be taught to explicitly empower students to engage with their own learning.
Further, HCI motivates because HCI empowers students to make a valuable and
lasting contribution to the world. Keywords: Teaching and learning; HCI (human-computer interaction) | |||
| Quantification of Accessibility: Guidance for More Objective Access Guidelines | | BIBAK | Full-Text | 636-643 | |
| Gregg C. Vanderheiden | |||
| Accessibility guidelines first began as recommendations or advice to
designers interested in creating products that were more accessible to users
with disabilities. Over the past two decades, societies have found that relying
on voluntary efforts by industry was insufficient and began creating laws and
regulations regarding accessibility. However these new regulations were based
on the earlier voluntary recommendations, which were often qualitative in
nature. For those guidelines where there were no clear objective criteria, it
has created problems both for companies trying to conform and by those trying
to evaluate conformance. Described here are several efforts to create more
useful and objective measures to replace previous general recommendations in
the areas of photosensitive seizure disorders, contrast, and provisions
relating to low vision. Keywords: Standards; quantification; regulations; accessibility | |||
| Visualizing Design Exclusion Predicted by Disability Data: A Mobile Phone Case Study | | BIBAK | Full-Text | 644-653 | |
| Sam D. Waller; Patrick Langdon; P. John Clarkson | |||
| Disability data can help to predict the number of people that will be unable
to use a particular product. The greatest benefits of this prediction are the
design insights that help to reduce exclusion and thereby improve the product
experience for a broad range of people. This paper uses a mobile phone case
study to demonstrate how a set of visualization outputs from an exclusion audit
can generate prioritized design insights to reduce exclusion, particularly when
multiple tasks place demands on multiple capabilities. Keywords: Inclusive design; calculating exclusion | |||
| Investigating Prior Experience and Product Learning through Novel Interface Interaction: A Pilot Study | | BIBAK | Full-Text | 654-664 | |
| Christopher Wilkinson; Patrick Langdon; P. John Clarkson | |||
| In keeping with the ethos of Inclusive Design, this paper outlines a pilot
study investigating how individuals perceive, process and respond to stimuli
during interaction with products, and aims to reveal what occurs during novel
product interaction whereupon users may posses limited, or non-existent,
internal representations. Other areas of interest included the generational
effect and the effects of ageing, upon interaction. A novel product is
presented to a small number of participants who are recorded interacting with
it whilst providing concurrent protocol and information elicited regarding the
development of internal representations. The expectation was that prior
experience with similar products would affect users' ability to interact with
the product, and that this might be age-related. Whilst this was confirmed to a
limited extent in the pilot study, experimentation provided clear evidence of
internalised concept development that would, in itself, validate full-scale
examination. Keywords: Inclusive Design; Prior Experience; Interaction Learning | |||
| The Art of Cross-Cultural Design for Usability | | BIBA | Full-Text | 665-671 | |
| Heike Winschiers-Theophilus | |||
| More and more HCI researchers and practitioners have realized the urgency of addressing culture as being more than just an interface tuning parameter. Recent publications, project initiatives and a growing number of globally dispersed collaborating workgroups explore cultural models for practical solutions. Yet many endeavors focus on singled out aspects thereby missing fundamental factors of cross-cultural design and evaluation such as contextual connotations, dynamics and integration. Thus a common research agenda should therefore be the de-construction of the entire process as a basis for a comprehensive integration of shared experiences, best practices and tested models to enhance cross-cultural design and evaluation. | |||
| HCI Standards for Handicapped | | BIBAK | Full-Text | 672-676 | |
| Zbigniew Wisniewski; Aleksandra Polak-Sopinska | |||
| The study presents conclusions from the project realization so far. The main
aim of the project is to work out the rules of evaluation and validation of
application interfaces on the basis of study of the process of man-computer
communication. The target group for the benefit of which the research will be
carried out are disabled persons and people over 55 years of age. The disabled
and the elderly, are in the social stratum systematically ignored by software
producers and internet service providers as a target group of computer users. Keywords: HCI; elderly; disabled people; digital divide | |||
| User Evaluation of Age-Centred Web Design Guidelines | | BIBAK | Full-Text | 677-686 | |
| Panayiotis Zaphiris; Ulrike Pfeil; Dorian Xhixho | |||
| We report an evaluation of a set of age-centred web design guidelines
(SilverWeb guidelines) with older web users. We invited 24 older web users and
used a cooperative evaluation to validate the guidelines and collect any
additional problems. As a result of the experiment, 36 out of the original 37
guidelines were accepted, 1 guideline was disagreed with, and 5 new issues that
were not covered by the guidelines were identified by users. Our findings show
that input from users is a valuable contribution to the development process of
web design guidelines and is essential in order to ensure a user-centred design
approach. Keywords: Ageing; guidelines; web; user evaluation | |||