955 research outputs found
Making Spatial Information Accessible on Touchscreens for Users who are Blind and Visually Impaired
Touchscreens have become a de facto standard of input for mobile devices as they most optimally use the limited input and output space that is imposed by their form factor. In recent years, people who are blind and visually impaired have been increasing their usage of smartphones and touchscreens. Although basic access is available, there are still many accessibility issues left to deal with in order to bring full inclusion to this population. One of the important challenges lies in accessing and creating of spatial information on touchscreens. The work presented here provides three new techniques, using three different modalities, for accessing spatial information on touchscreens. The first system makes geometry and diagram creation accessible on a touchscreen through the use of text-to-speech and gestural input. This first study is informed by a qualitative study of how people who are blind and visually impaired currently access and create graphs and diagrams. The second system makes directions through maps accessible using multiple vibration sensors without any sound or visual output. The third system investigates the use of binaural sound on a touchscreen to make various types of applications accessible such as physics simulations, astronomy, and video games
Developing Dynamic Audio Navigation UIs to Pinpoint Elements in Tactile Graphics
Access to complex graphical information is essential when connecting blind and visually impaired (BVI) people with the world. Tactile graphics readers enable access to graphical data through audio-tactile user interfaces (UIs), but these have yet to mature. A challenging task for blind people is locating specific elements–areas in detailed tactile graphics. To this end, we developed three audio navigation UIs that dynamically guide the user’s hand to a specific position using audio feedback. One is based on submarine sonar sounds, another relies on the target’s coordinate plan x and y-axis, and the last uses direct voice instructions. The UIs were implemented in the Tactonom Reader device, a new tactile graphic reader that enhances swell paper graphics with pinpointed audio explanations. To evaluate the effectiveness of the three different dynamic navigation UIs, we conducted a within-subject usability test that involved 13 BVI participants. Beyond comparing the effectiveness of the different UIs, we observed and recorded the interaction of the visually impaired participants with the different navigation UI to further investigate their behavioral patterns during the interaction. We observed that user interfaces that required the user to move their hand in a straight direction were more likely to provoke frustration and were often perceived as challenging for blind and visually impaired people. The analysis revealed that the voice-based navigation UI guides the participant the fastest to the target and does not require prior training. This suggests that a voice-based navigation strategy is a promising approach for designing an accessible user interface for the blind
Promoting game accessibility: Experiencing an induction on inclusive design practice at the global games jam
Copyright @ 2013 The AuthorsThe Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for learning. This provides an opening to promote themes and ideas that could help form future thinking about games design, emerging as a form of induction on key design issues for new practitioners. Such an approach aims to raise awareness about issues which learners could help develop and take with them into industry. However, the experience itself affords a deep experiential rhetoric and dialogue with experts that could be an effective pedagogical tool for issues seldom addressed deeply in formal educational settings. This paper describes an account by one such individual, being introduced to game accessibility through participation in the GGJ. As such, it is not intended as a rigorous empirical analysis, but rather a perspective on one way a game jam can be experienced, inviting further research on the topic
Developing and Implementing an Accessible, Touch-based Web App for Inclusive Learning
With the prevalence of mobile devices and platforms used throughout the world and the increasing number of organizations with mobile versions of their web sites, it is essential that those applications and sites are accessible, usable and flexible. This project involved the inclusive development and iterative evaluation of a platform-independent, web-based learning app. Usability testing with students, faculty, and individuals with disabilities were combined with manual accessibility evaluations to ensure that a wide range of users and devices would be able to benefit from the structure of such an application. The results of this project detail the process of creating a flexible, platform-independent mobile learning app as well as some of the broader benefits that can result from accessibility and usability improvements to a mobile application. The resulting prototype has been implemented in a “live” environment at a non-profit organization that serves individuals with disabilities
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Imagining Artificial Intelligence Applications with People with Visual Disabilities Using Tactile Ideation
There has been a surge in artificial intelligence (AI) technologies co-opted by or designed for people with visual disabilities. Researchers and engineers have pushed technical boundaries in areas such as computer vision, natural language processing, location inference, and wearable computing. But what do people with visual disabilities imagine as their own technological future? To explore this question, we developed and carried out tactile ideation workshops with participants in the UK and India. Our participants generated a large and diverse set of ideas, most focusing on ways to meet needs related to social interaction. In some cases, this was a matter of recognizing people. In other cases, they wanted to be able to participate in social situations without foregrounding their disability. It was striking that this finding was consistent across UK and India despite substantial cultural and infrastructural differences. In this paper, we describe a new technique for working with people with visual disabilities to imagine new technologies that are tuned to their needs and aspirations. Based on our experience with these workshops, we provide a set of social dimensions to consider in the design of new AI technologies: social participation, social navigation, social maintenance, and social independence. We offer these social dimensions as a starting point to forefront users' social needs and desires as a more deliberate consideration for assistive technology design
The Global Care Ecosystems of 3D Printed Assistive Devices
The popularity of 3D printed assistive technology has led to the emergence of
new ecosystems of care, where multiple stakeholders (makers, clinicians, and
recipients with disabilities) work toward creating new upper limb prosthetic
devices. However, despite the increasing growth, we currently know little about
the differences between these care ecosystems. Medical regulations and the
prevailing culture have greatly impacted how ecosystems are structured and
stakeholders work together, including whether clinicians and makers
collaborate. To better understand these care ecosystems, we interviewed a range
of stakeholders from multiple countries, including Brazil, Chile, Costa Rica,
France, India, Mexico, and the U.S. Our broad analysis allowed us to uncover
different working examples of how multiple stakeholders collaborate within
these care ecosystems and the main challenges they face. Through our study, we
were able to uncover that the ecosystems with multi-stakeholder collaborations
exist (something prior work had not seen), and these ecosystems showed
increased success and impact. We also identified some of the key follow-up
practices to reduce device abandonment. Of particular importance are to have
ecosystems put in place follow up practices that integrate formal agreements
and compensations for participation (which do not need to be just monetary). We
identified that these features helped to ensure multi-stakeholder involvement
and ecosystem sustainability. We finished the paper with socio-technical
recommendations to create vibrant care ecosystems that include multiple
stakeholders in the production of 3D printed assistive devices
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Mobile assistive technologies for the visually impaired
There are around 285 million visually impaired people worldwide, and around 370,000 people are registered as blind or partially sighted in the UK. Ongoing advances in information technology (IT) are increasing the scope for IT-based mobile assistive technologies to facilitate the independence, safety, and improved quality of life of the visually impaired. Research is being directed at making mobile phones and other handheld devices accessible via our haptic (touch) and audio sensory channels. We review research and innovation within the field of mobile assistive technology for the visually impaired and, in so doing, highlight the need for successful collaboration between clinical expertise, computer science, and domain users to realize fully the potential benefits of such technologies. We initially reflect on research that has been conducted to make mobile phones more accessible to people with vision loss. We then discuss innovative assistive applications designed for the visually impaired that are either delivered via mainstream devices and can be used while in motion (e.g., mobile phones) or are embedded within an environment that may be in motion (e.g., public transport) or within which the user may be in motion (e.g., smart homes)
Crowdsourcing Accessibility: Human-Powered Access Technologies
People with disabilities have always engaged the people around them in order to circumvent inaccessible situations, allowing them to live more independently and get things done in their everyday lives. Increasing connectivity is allowing this approach to be extended to wherever and whenever it is needed. Technology can leverage this human work force to accomplish tasks beyond the capabilities of computers, increasing how accessible the world is for people with disabilities. This article outlines the growth of online human support, outlines a number of projects in this space, and presents a set of challenges and opportunities for this work going forward
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