7 research outputs found
Towards intelligent, adaptive input devices for users with physical disabilities
This thesis presents a novel application of user modelling, the domain of interest being
the physical abilities of the user of a computer input device. Specifically, it describes a
model which identifies aspects of keyboard use with which the user has difficulty.
The model is based on data gathered in an empirical study of keyboard and mouse use
by people with and without motor disabilities. In this study, many common input
errors due to physical inaccuracies in using keyboards and mice were observed. For
the majority of these errors, there exist keyboard or mouse configuration facilities
intended to reduce or eliminate them. While such facilities are now integrated into the
majority of modem operating systems, there is little published data describing their
effect on keyboard or mouse usability. This thesis offers evidence that they can be
extremely useful, even essential, but that further research and interface development
are required. This thesis presents a user model which focuses on four of the most
commonly observed keyboard difficulties. The model also makes recommendations
for settings for three keyboard configuration facilities, each of which tackle one of
these specific difficulties.
As a user modelling task, this application presents a number of interesting challenges.
Different users will have very different configuration requirements, and the
requirements of individual users may also change over long or short periods of time.
Some users will have cognitive impairments. Users may have very limited time and
energy to devote to computer use. In response, this research has investigated the
extent to which it is possible to model users without interrupting the task for which
they are using a computer in the first place. This approach is appealing because it does
not require users to spend time participating in model instantiation. This focus on
inference rather than explicit testing or questioning also allows the model to
dynamically track an individual user's changing requirements.
This thesis shows that within the context of the keyboard difficulties studied, such an
approach is feasible. The implemented model records users' keyboard input
unintrusiveiy as they perform their own input tasks. This input is examined for
evidence of certain types of input error or indications of difficulties in using the
keyboard. In the model presented, conclusions are based on the assumption that the
user is typing English text in a word processing application. However, the design of
the model allows any other textual language to be used.
A second empirical study, evaluating the model, is described. The model is shown to
be very accurate in identifying users having difficulties in each of the areas tackled, the
only exception being those who find a given operation awkward, but are able to
perform it accurately. Where it is also possible to evaluate the configuration
recommendations made by the model, the chosen settings are effective in reducing
input errors and increasing user satisfaction with the keyboard. The model is also able
to draw conclusions quickly for users with higher error rates, and shows good overall
stability.
In the light of this successful identification of keyboard difficulties, potential
applications of the model are suggested. It could be used to help occupational
therapists and assistive technologists to assess the keyboard configuration
requirements of a new user. It could also be made available to users themselves -
many people are currently unaware of facilities they may find useful, and how to
activate them. The model could be extended to other areas of keyboard use, and to
other input devices. This would allow systems to provide automatic, dynamic support
for configuration, which would go some way towards improving the accessibility of
computer systems for people with motor disabilities
CIRCLING INTERFACE: AN ALTERNATIVE INTERACTION METHOD FOR ON-SCREEN OBJECT MANIPULATION
An alternative interaction method, called the circling interface, was developed and evaluated for individuals with disabilities who find it difficult or impossible to consistently and efficiently perform pointing operations involving the left and right mouse buttons. The circling interface is a gesture-based interaction technique. To specify a target of interest, the user makes a circling motion around the target. To specify a desired pointing command with the circling interface, each edge of the screen is used. The user selects a command before circling the target. Empirical evaluations were conducted with human subjects from three different groups (individuals without disability, individuals with spinal cord injury, and individuals with cerebral palsy), comparing each group's performance on pointing tasks with the circling interface to performance on the same tasks when using a mouse button or dwell-clicking software. Across all three groups, the circling interface was faster than the dwelling interface (although the difference was not statistically significant). For the single-click operation, the circling interface was slower than dwell selection, but for both double-click and drag-and-drop operations, the circling interface was faster. In terms of performance accuracy, the results were mixed: for able-bodied subjects circling was more accurate than dwelling, for subjects with SCI dwelling was more accurate than circling, and for subjects with CP there was no difference. However, if errors caused by circling on an area with no target or by ignoring circles that are too small or too fast were automatically corrected by the circling interface, the performance accuracy of the circling interface would significantly outperform dwell selection. This suggests that the circling interface can be used in conjunction with existing pointing techniques and this combined approach may provide more effective mouse use for people with pointing problems. Consequently, the circling interface can improve clinical practice by providing an alternative pointing method that does not require physically activating mouse buttons and is more efficient than dwell-clicking. It is also expected to be useful for both computer access and augmentative communication software
ACCESSIBILITY IN CONTEXT: UNDERSTANDING THE TRULY MOBILE EXPERIENCE OF USERS WITH MOTOR IMPAIRMENTS
Touchscreen smartphones are becoming broadly adopted by the US population. Ensuring that these devices are accessible for people with disabilities is critical for equal access. For people with motor impairments, the vast majority of studies on touchscreen mobile accessibility have taken place in the laboratory. These studies show that while touchscreen input offers advantages, such as requiring less strength than physical buttons, it also presents accessibility challenges, such as the difficulty of tapping on small targets or making multitouch gestures. However, because of the focus on controlled lab settings, past work does not provide an understanding of contextual factors that impact smartphone use in everyday life, and the activities these devices enable for people with motor impairments.
To investigate these issues, this thesis research includes two studies, first, an in-person study with four participants with motor impairments that included diary entries and an observational session, and, secondarily, an online survey with nine respondents. Using case study analysis for the in-person participants, we found that mobile devices have the potential to help motor-impaired users reduce the physical effort required for everyday tasks (e.g., turning on a TV, checking transit accessibility in advance), that challenges in touchscreen input still exist, and that the impact of situational impairments to this population can be impeding. The online survey results confirm these findings, for example, highlighting the difficulty of text input, particularly when users are out and mobile rather than at home.
Based on these findings, future research should focus on the enhancement of current touchscreen input, exploring the potential of wearable devices for mobile accessibility, and designing more applications and services to improve access to physical world
The design and evaluation of non-visual information systems for blind users
This research was motivated by the sudden increase of hypermedia information (such as
that found on CD-ROMs and on the World Wide Web), which was not initially accessible
to blind people, although offered significant advantages over traditional braille and audiotape
information. Existing non-visual information systems for blind people had very
different designs and functionality, but none of them provided what was required according
to user requirements studies: an easy-to-use non-visual interface to hypermedia material
with a range of input devices for blind students. Furthermore, there was no single suitable
design and evaluation methodology which could be used for the development of non-visual
information systems. The aims of this research were therefore: (1) to develop a generic,
iterative design and evaluation methodology consisting of a number of techniques suitable
for formative evaluation of non-visual interfaces; (2) to explore non-visual interaction
possibilities for a multimodal hypermedia browser for blind students based on user
requirements; and (3) to apply the evaluation methodology to non-visual information
systems at different stages of their development.
The methodology developed and recommended consists of a range of complementary
design and evaluation techniques, and successfully allowed the systematic development of
prototype non-visual interfaces for blind users by identifying usability problems and
developing solutions. Three prototype interfaces are described: the design and evaluation
of two versions of a hypermedia browser; and an evaluation of a digital talking book.
Recommendations made from the evaluations for an effective non-visual interface include
the provision of a consistent multimodal interface, non-speech sounds for information and
feedback, a range of simple and consistent commands for reading, navigation, orientation
and output control, and support features. This research will inform developers of similar
systems for blind users, and in addition, the methodology and design ideas are considered
sufficiently generic, but also sufficiently detailed, that the findings could be applied
successfully to the development of non-visual interfaces of any type