6,693 research outputs found

    Interface Design Practice and Education Towards Mobile Apps Development

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    AbstractMobile apps development has been gaining popularity in Malaysia over the past 3 years. An app usually refers to a software application or programme. Although the development of software applications have been around for decades, app development on mobile devices reached the shores of Malaysia, mainly due to the popularity of Apple's App Store. Software development and complex object-oriented programming have been the exclusive harbour of technology hobbyists, IT professionals and business executives for many years. The flourishing presence of Web applications and the over-whelming influence of social media has augmented our need for greater connectivity, sharing and online presence. These have allowed smartphones and gadgets to become mainstream. This paper looks at how a design institution in Malaysia provides the growth of mobile apps development, and in supporting the national agenda to drive the Malaysian web and mobile application development industry to global standards. The paper highlights the practice and education of user-centered interface design towards mobile apps development in the country

    Future bathroom: A study of user-centred design principles affecting usability, safety and satisfaction in bathrooms for people living with disabilities

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    Research and development work relating to assistive technology 2010-11 (Department of Health) Presented to Parliament pursuant to Section 22 of the Chronically Sick and Disabled Persons Act 197

    Designing a mobile interface for a deaf user

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    My MA thesis is a collaborative research and design project about designing a mobile application to bridge the communication gap between Deaf people and healthcare professionals in South Africa. It explores health knowledge transfer problems faced by the Deaf community during a health consultation and aims to solve them by the means of a mobile application interface designed to aid communication. Healthcare, a basic human right, is violated when healthcare professionals don't find the means to communicate health information to Deaf people in a medium that they understand. This communication problem is due to a language barrier between the Deaf and the hearing world. A Deaf person uses sign language as his or her primary form of communication, yet there is a lack of sign language interpreters at healthcare centers. Sign language is the first language of Deaf people because of which a number of Deaf communities all over the world are only able to use a very basic level of written or spoken language. Moreover, medical information is complex and the factors mentioned above make it difficult to transfer health knowledge between healthcare professionals and Deaf patients, leading to poor health conditions of the latter. In order to solve this problem, my thesis explores ways of transferring medical knowledge using visual methods of communication as opposed to text based communication, via a mobile application. Since health knowledge is a vast topic, for my project I focus on only one medical condition, Diabetes type 2. This choice is determined by the fact that Diabetes is a lifelong condition that requires regular hospital visits and timely communication and treatment. A core aspect of my research is finding ways to design interactive interfaces that better suit the requirements of the Deaf user than they do at present, using a process of benchmarking, co-creation, interviews and usability testing. My project documents insights from desk and field research which are used to design and test a prototype of the mobile application with Deaf users in South Africa

    Include 2011 : The role of inclusive design in making social innovation happen.

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    Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation

    How a Diverse Research Ecosystem Has Generated New Rehabilitation Technologies: Review of NIDILRR’s Rehabilitation Engineering Research Centers

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    Over 50 million United States citizens (1 in 6 people in the US) have a developmental, acquired, or degenerative disability. The average US citizen can expect to live 20% of his or her life with a disability. Rehabilitation technologies play a major role in improving the quality of life for people with a disability, yet widespread and highly challenging needs remain. Within the US, a major effort aimed at the creation and evaluation of rehabilitation technology has been the Rehabilitation Engineering Research Centers (RERCs) sponsored by the National Institute on Disability, Independent Living, and Rehabilitation Research. As envisioned at their conception by a panel of the National Academy of Science in 1970, these centers were intended to take a “total approach to rehabilitation”, combining medicine, engineering, and related science, to improve the quality of life of individuals with a disability. Here, we review the scope, achievements, and ongoing projects of an unbiased sample of 19 currently active or recently terminated RERCs. Specifically, for each center, we briefly explain the needs it targets, summarize key historical advances, identify emerging innovations, and consider future directions. Our assessment from this review is that the RERC program indeed involves a multidisciplinary approach, with 36 professional fields involved, although 70% of research and development staff are in engineering fields, 23% in clinical fields, and only 7% in basic science fields; significantly, 11% of the professional staff have a disability related to their research. We observe that the RERC program has substantially diversified the scope of its work since the 1970’s, addressing more types of disabilities using more technologies, and, in particular, often now focusing on information technologies. RERC work also now often views users as integrated into an interdependent society through technologies that both people with and without disabilities co-use (such as the internet, wireless communication, and architecture). In addition, RERC research has evolved to view users as able at improving outcomes through learning, exercise, and plasticity (rather than being static), which can be optimally timed. We provide examples of rehabilitation technology innovation produced by the RERCs that illustrate this increasingly diversifying scope and evolving perspective. We conclude by discussing growth opportunities and possible future directions of the RERC program

    Suggested approach for establishing a rehabilitation engineering information service for the state of California

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    An ever expanding body of rehabilitation engineering technology is developing in this country, but it rarely reaches the people for whom it is intended. The increasing concern of state and federal departments of rehabilitation for this technology lag was the stimulus for a series of problem-solving workshops held in California during 1977. As a result of the workshops, the recommendation emerged that the California Department of Rehabilitation take the lead in the development of a coordinated delivery system that would eventually serve the entire state and be a model for similar systems across the nation

    IFIP TC 13 Seminar: trends in HCI proceedings, March 26, 2007, Salamanca (Spain)

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    Actas del 13o. Seminario de la International Federation for Information Processing (IFIP), celebrado en Salamanca el 26 de marzo de 2007, sobre las nuevas líneas de investigación en la interacción hombre-máquina, gestión del conocimiento y enseñanza por la Web

    Game design and the gamification of content : assessing a project for learning sign language

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    Comunicação apresentada na EDULEARN 2015, realizada em Barcelona de 6-8 de julho de 2015This paper discusses the concepts of game design and gamification of content, based on the development of a serious game aimed at making the process of learning sign language enjoyable and interactive. In this game the player controls a character that interacts with various objects and non- player characters, with the aim of collecting several gestures from the Portuguese Sign Language corpus. The learning model used pushes forward the concept of gamification as a learning process valued by students and teachers alike, and illustrates how it may be used as a personalized device for amplifying learning. Our goal is to provide a new methodology to involve students and general public in learning specific subjects using a ludic, participatory and interactive approach supported by ICT- based tools. Thus, in this paper we argue that perhaps some education processes could be improved by adding the gaming factor through technologies that are able to involve students in a way that is more physical (e.g. using Kinect and sensor gloves), so learning becomes more intense and memorable

    Virtual Signers generation within SignON

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    Altres ajuts: LEAD-ME Cost Action (CA19142)Projecte: LEAD-ME. Més informació: https://lead-me-cost.eu/Xarxa promoguda pel grup de recerca TransMedia Cataloni
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