9,041 research outputs found

    Challenges in Developing Applications for Aging Populations

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    Elderly individuals can greatly benefit from the use of computer applications, which can assist in monitoring health conditions, staying in contact with friends and family, and even learning new things. However, developing accessible applications for an elderly user can be a daunting task for developers. Since the advent of the personal computer, the benefits and challenges of developing applications for older adults have been a hot topic of discussion. In this chapter, the authors discuss the various challenges developers who wish to create applications for the elderly computer user face, including age-related impairments, generational differences in computer use, and the hardware constraints mobile devices pose for application developers. Although these challenges are concerning, each can be overcome after being properly identified

    Enhanced Accessibility for People with Disabilities Living in Urban Areas

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    [Excerpt] People with disabilities constitute a significant proportion of the poor in developing countries. If internationally agreed targets on reducing poverty are to be reached, it is critical that specific measures be taken to reduce the societal discrimination and isolation that people with disabilities continue to face. Transport is an important enabler of strategies to fight poverty through enhancing access to education, employment, and social services. This project aims to further the understanding of the mobility and access issues experienced by people with disabilities in developing countries, and to identify specific steps that can be taken to start addressing problems. A major objective of the project is to compile a compendium of guidelines that can be used by government authorities, advocacy groups, and donor/loan agencies to improve the access of people with disabilities to transport and other services in urban areas

    Designing for designers: Towards the development of accessible ICT products and services using the VERITAS framework

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    Among key design practices which contribute to the development of inclusive ICT products and services is user testing with people with disabilities. Traditionally, this involves partial or minimal user testing through the usage of standard heuristics, employing external assisting devices, and the direct feedback of impaired users. However, efficiency could be improved if designers could readily analyse the needs of their target audience. The VERITAS framework simulates and systematically analyses how users with various impairments interact with the use of ICT products and services. Findings show that the VERITAS framework is useful to designers, offering an intuitive approach to inclusive design.The work presented in this article forms part of VERITAS, which is funded by the European Commission's 7th Framework Programme (FP7) (grant agreement # 247765 FP7-ICT-2009.7.2)

    Disability-aware adaptive and personalised learning for students with multiple disabilities

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    Purpose The purpose of this paper is to address how virtual learning environments (VLEs) can be designed to include the needs of learners with multiple disabilities. Specifically, it employs AI to show how specific learning materials from a huge repository of learning materials can be recommended to learners with various disabilities. This is made possible through employing semantic web technology to model the learner and their needs. Design/methodology/approach The paper reviews personalised learning for students with disabilities, revealing the shortcomings of existing e-learning environments with respect to students with multiple disabilities. It then proceeds to show how the needs of a student with multiple disabilities can be analysed and then simple logical operators and knowledge-based rules used to personalise learning materials in order to meet the needs of such students. Findings It has been acknowledged in literature that designing for cases of multiple disabilities is difficult. This paper shows that existing learning environments do not consider the needs of students with multiple disabilities. As they are not flexibly designed and hence not adaptable, they cannot meet the needs of such students. Nevertheless, it is possible to anticipate that students with multiple disabilities would use learning environments, and then design learning environments to meet their needs. Practical implications This paper, by presenting various combination rules to present specific learning materials to students with multiple disabilities, lays the foundation for the design and development of learning environments that are inclusive of all learners, regardless of their abilities or disabilities. This could potentially stimulate designers of such systems to produce such inclusive environments. Hopefully, future learning environments will be adaptive enough to meet the needs of learners with multiple disabilities. Social implications This paper, by proposing a solution towards developing inclusive learning environments, is a step towards inclusion of students with multiple disabilities in VLEs. When these students are able to access these environments with little or no barrier, they will be included in the learning community and also make valuable contributions. Originality/value So far, no study has proposed a solution to the difficulties faced by students with multiple disabilities in existing learning environments. This study is the first to raise this issue and propose a solution to designing for multiple disabilities. This will hopefully encourage other researchers to delve into researching the educational needs of students with multiple disabilities

    Improving Access to Voting: A Report on the Technology for Accessible Voting Systems

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    Twenty percent of U.S. adults with disabilities--more than 8 million eligible voters--say they have been unable to vote in presidential or congressional elections due to barriers at or getting to the polls. Improving Access to Voting is a new report by technology expert Noel Runyan, published by Demos and Voter Action, that finds that state voting systems are widely noncompliant with federal ADA and HAVA access requirements for voters with disabilities

    Full-body motion-based game interaction for older adults

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    Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life. Copyright 2012 ACM

    Disability in a Technology-Driven Workplace

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    New Internet and Web-based technology applications have meant significant cost and time efficiencies to many American businesses. However, many employers have not yet fully grasped the impact of these new information and communication technologies on applicants and employees with certain disabilities such as vision impairments, hearing problems or limited dexterity. Although not all applicants and employees who have a disability may experience IT-access problems, to select groups it can pose a needless barrier. The increasing dominance of IT in the workplace presents both a challenge and an opportunity for workers with disabilities and their employers. It will be up to HR professionals to ensure that Web-based HR processes and workplace technologies are accessible to their employees with disabilities.

    Writing about accessibility

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    In this forum we celebrate research that helps to successfully bring the benefits of computing technologies to children, older adults, people with disabilities, and other populations that are often ignored in the design of mass-marketed products. --- Juan Pablo Hourcade, Editor </jats:p

    Who is the average user? How people with visual impairments experience digital services

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    This thesis investigates the connections between the process of designing digital services on the one hand and the personal accounts of five people with visual impairment who use digital services on the other. Design plays a significant role in causing or mitigating disability in society through the shape and function of products, services, and the built environment. To better understand how products and services cause disability, I analyse disability as a multifactorial phenomenon which emerges through the interplay of personal, social, and environmental factors. I first review three models of disability from the field of disability studies, and, secondly, the design process through the review of inclusive design frameworks. Based on this analysis, I discuss how inclusive design frameworks fail to address the individual needs of people with impairments by generalising their challenges; and how the official interpretation of disability has developed into defining disability as a basic human experience. This research follows a grounded theory approach which utilises the accounts of five people with visual impairment to discuss their ability to access digital content, and, the role of design and technology in mitigating disability. Based on their accounts, I argue that design can mitigate disability and, thus, increase the independence of people with impairments. Furthermore, concrete examples of their interaction with digital services will help to organise factors that cause a positive or negative user experience for people with visual impairment. This thesis concludes with the suggestion of a new approach for designing inclusive products and services. This approach aims to consider the factors constituting the personal experience of accessibility, such as the use of assistive technology, the effects of physical impairments, and the availability of technology. Through this approach, designers can distinguish vulnerable user groups on a case-specific basis and, consequently, mitigate exclusion during the design process. In addition to improving the design process, this thesis argues that interacting with people with impairments, e.g., in the work environment, serves as an indispensable educative function to understand the requirements for building accessible products and services, and, thereby, develops an inclusive and diverse society
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