2,785 research outputs found
Ambient Gestures
We present Ambient Gestures, a novel gesture-based system designed to support ubiquitous âin the environmentâ interactions with everyday computing technology. Hand gestures and audio feedback allow users to control computer applications without reliance on a graphical user interface, and without having to switch from the context of a non-computer task to the context of the computer. The Ambient Gestures system is composed of a vision recognition software application, a set of gestures to be processed by a scripting application and a navigation and selection application that is controlled by the gestures. This system allows us to explore gestures as the primary means of interaction within a multimodal, multimedia environment. In this paper we describe the Ambient Gestures system, define the gestures and the interactions that can be achieved in this environment and present a formative study of the system. We conclude with a discussion of our findings and future applications of Ambient Gestures in ubiquitous computing
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
Virtual reality: Theoretical basis, practical applications
Virtual reality (VR) is a powerful multimedia visualization technique offering a range of mechanisms by which many new experiences can be made available. This paper deals with the basic nature of VR, the technologies needed to create it, and its potential, especially for helping disabled people. It also offers an overview of some examples of existing VR systems
Usable Interface Design for Everyone
En el diseño de "interfaces para todo el mundo" para los sistemas interactivos, es importante tener en cuenta factores como el costo, el mercado de destino, el estado del medio ambiente,etc. Los interfaces de usuario son fundamentales para el proceso de desarrollo de cualquier aplicaciĂłn, y su diseño debe estar contemplado desde el principio. De las distintas partes de un sistema (hardware y software), es la interfaz el sistema que permite al usuario el acceso a los recursos informĂĄticos. Los siete principios del "Diseño Universal" o "Diseño para Todos" se centran en un diseño utilizable universal, pero al mismo tiempo reconocer la influencia de factores internos y externos. Los cambios estructurales en los servicios sociales y de salud podrĂan proporcionar un aumento en el bienestar de los ciudadanos de un paĂs a travĂ©s del uso de la programaciĂłn de auto-cuidado y la gestiĂłn proactiva / prevenciĂłn de la enfermedad. Plataformas automatizadas en el hogar pueden actuar como un instrumento que permitan a los usuarios evitar, compensar, mitigar o neutralizar las deficiencias y las dependencias causada por el envejecimiento.When designing âinterfaces for everyoneâ for interactive systems, it
is important to consider factors such as cost, the intended market, the state of
the environment, etc. User interfaces are fundamental for the developmental
process in any application, and its design must be contemplated from the start.
Of the distinct parts of a system (hardware and software), it is the interface that
permits the user access to computer resources. The seven principles of
âUniversal Designâ or âDesign for Everyoneâ focus on a universal usable
design, but at the same time acknowledge the influences of internal and external
factors. Structural changes in social and health services could provide an
increase in the well-being of a countryâs citizens through the use of self-care
programming and proactive management/prevention of disease. Automated
home platforms can act as an accessibility instrument which permits users to
avoid, compensate, mitigate, or neutralize the deficiencies and dependencies
caused by living alon
The assessment of usability of electronic shopping: A heuristic evaluation
Today there are thousands of electronic shops accessible via the Web. Some provide user-friendly features whilst others seem not to consider usability factors at all. Yet, it is critical that the electronic shopping interface is user-friendly so as to help users to obtain their desired results. This study applied heuristic evaluation to examine the usability of current electronic shopping. In particular, it focused on four UK-based supermarkets offering electronic services: including ASDA, Iceland, Sainsbury, and Tesco. The evaluation consists of two stages: a free-flow inspection and a task-based inspection. The results indicate that the most significant and common usability problems have been found to lie within the areas of âUser Control and Freedomâ and âHelp and Documentationâ. The findings of this study are applied to develop a set of usability guidelines to support the future design of effective interfaces for electronic shopping
IDR : a participatory methodology for interdisciplinary design in technology enhanced learning
One of the important themes that emerged from the CALâ07 conference was the failure of technology to bring about the expected disruptive effect to learning and teaching. We identify one of the causes as an inherent weakness in prevalent development methodologies. While the problem of designing technology for learning is irreducibly multi-dimensional, design processes often lack true interdisciplinarity. To address this problem we present IDR, a participatory methodology for interdisciplinary techno-pedagogical design, drawing on the design patterns tradition (Alexander, Silverstein & Ishikawa, 1977) and the design research paradigm (DiSessa & Cobb, 2004). We discuss the iterative development and use of our methodology by a pan-European project team of educational researchers, software developers and teachers. We reflect on our experiences of the participatory nature of pattern design and discuss how, as a distributed team, we developed a set of over 120 design patterns, created using our freely available open source web toolkit. Furthermore, we detail how our methodology is applicable to the wider community through a workshop model, which has been run and iteratively refined at five major international conferences, involving over 200 participants
Adaptive activities for inclusive learning using multitouch tabletops: An approach
Proceedings of the International Workshop on Personalization Approaches in Learning Environments. Girona, Spain, July 15, 2011.Also published online by CEUR Workshop Proceedings (CEUR-WS.org, ISSN 1613-0073)People with cognitive disabilities have some difficulties with
memory, literacy skills, attention and problem solving. Computers and
specifically, adaptation mechanisms can be used to improve their learning. The
adaptation allows fitting the learning process to each user. This paper presents a
proposal to adapt learning activities while people are interacting using
multitouch tabletops. The adaptation mechanism takes into account structural
aspects, content adaptation and the interaction provided.This work has been funded by the Spanish Government (ASIES Project - Ministerio de Ciencia e Innovación de España, TIN2010-17344). The D2-Player has been funded by Fundación Sindrome de Down Madrid
Structuring Guidelines for Web Application Designers - A Meta-model
International audienc
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