2,050 research outputs found

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 4: Learning, Technology, Thinking

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 4 includes papers from Learning, Technology and Thinking tracks of the conference

    Collaborative adaptive accessibility and human capabilities

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    This thesis discusses the challenges and opportunities facing the field of accessibility, particularly as computing becomes ubiquitous. It is argued that a new approach is needed that centres around adaptations (specific, atomic changes) to user interfaces and content in order to improve their accessibility for a wider range of people than targeted by present Assistive Technologies (ATs). Further, the approach must take into consideration the capabilities of people at the human level and facilitate collaboration, in planned and ad-hoc environments. There are two main areas of focus: (1) helping people experiencing minor-to-moderate, transient and potentially-overlapping impairments, as may be brought about by the ageing process and (2) supporting collaboration between people by reasoning about the consequences, from different users perspectives, of the adaptations they may require. A theoretical basis for describing these problems and a reasoning process for the semi-automatic application of adaptations is developed. Impairments caused by the environment in which a device is being used are considered. Adaptations are drawn from other research and industry artefacts. Mechanical testing is carried out on key areas of the reasoning process, demonstrating fitness for purpose. Several fundamental techniques to extend the reasoning process in order to take temporal factors (such as fluctuating user and device capabilities) into account are broadly described. These are proposed to be feasible, though inherently bring compromises (which are defined) in interaction stability and the needs of different actors (user, device, target level of accessibility). This technical work forms the basis of the contribution of one work-package of the Sustaining ICT use to promote autonomy (Sus-IT) project, under the New Dynamics of Ageing (NDA) programme of research in the UK. Test designs for larger-scale assessment of the system with real-world participants are given. The wider Sus-IT project provides social motivations and informed design decisions for this work and is carrying out longitudinal acceptance testing of the processes developed here

    Towards Design Theory for Accessible IT Artefacts

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    Accessibility in the use of information technology (IT) artefacts, such as websites, applications, and user interfaces, means that they are designed in such a way that people with the broadest range of abilities can use them. However, although accessibility is a human right, IT artefacts often remain inaccessible. Aside from the available accessibility guidelines, we need sufficient design theories that explicitly state how accessibility should be addressed and designed to develop accessible IT artefacts for all users. This dissertation summarises four articles that address this problem. These studies are conducted with qualitative approaches that include a narrative literature review, a systematic literature review and a design science method comprising a participatory design and interviews. The first article develops an explaining theory of accessibility to gain an understanding of the construct of accessibility, showing possible variables of human abilities, tasks and contexts and their relationships in IT use. The second article illustrates the factors in management, development, user, and IT artefact features, including the roles and actions that these domains have and how they affect the realisation of accessibility. The other two articles contribute to accessibility guidance to improve and support content creators’ text production and writing process of accessible online text in the web context. The dissertation underscores three key determinants of the knowledge of accessibility: (1) assumptions of users’ abilities; (2) users’ actual needs; and (3) factors in the development chain. The foregoing factors contribute to the knowledge of accessibility and would help researchers, particularly design scientists, form prescriptive knowledge for practitioners to achieve accessible IT artefacts. Thus, researchers could better identify the variables, relationships and affecting factors in human abilities, management, development, content creation, tasks, and contexts that need to be addressed when designing IT artefacts for certain tasks and use contexts.Informaatioteknologia-artefaktien (IT-artefaktien), kuten verkkosivustojen, sovellusten ja kĂ€yttöliittymien saavutettavuus tarkoittaa sitĂ€, ettĂ€ ihmiset erilaisine ominaisuuksineen ja kykyineen voivat kĂ€yttÀÀ niitĂ€. Vaikka saavutettavuus on ihmisoikeus, IT-artefaktit eivĂ€t kuitenkaan ole aina saavutettavia. KĂ€ytettĂ€vissĂ€ olevista saavutettavuusohjeista huolimatta tarvitsemme suunnitteluteorioita, jotka ohjaavat IT-artefaktien suunnittelua, jotta niistĂ€ tulisi saavutettavia kaikille IT-artefaktin kĂ€yttĂ€jille. TĂ€mĂ€ vĂ€itöskirja on yhteenveto neljĂ€stĂ€ artikkelista, jotka kĂ€sittelevĂ€t tĂ€tĂ€ ongelmaa. Tutkimukset ovat tehty laadullisilla menetelmillĂ€, joihin on sisĂ€ltynyt narratiivinen kirjallisuuskatsaus, systemaattinen kirjallisuuskatsaus sekĂ€ suunnittelutieteellinen menetelmĂ€ sisĂ€ltĂ€en osallistavan suunnittelun ja haastattelut. EnsimmĂ€isessĂ€ artikkelissa kehitetÀÀn kuvaileva saavutettavuuden teoria, jolla saadaan kĂ€sitys saavutettavuuden rakenteesta ja joka nĂ€yttÀÀ mahdolliset muuttujat ihmisen kyvyissĂ€, tehtĂ€vissĂ€ ja konteksteissa, sekĂ€ niiden vĂ€liset suhteet. Toinen artikkeli kuvaa saavutettavuuteen vaikuttavia tekijöitĂ€ johtamisen, kehityksen, kĂ€yttĂ€jĂ€n ja IT-artefaktin ominaisuuksien nĂ€kökulmista, mukaan lukien roolit ja toimenpiteet, joita nĂ€illĂ€ kohteilla on. Kaksi muuta artikkelia kehittĂ€vĂ€t ohjeistuksen sisĂ€llöntuottajien työn tueksi saavutettavan verkkotekstin tuottamiseksi. VĂ€itöskirjassa esitetÀÀn kolme ratkaisevaa tekijÀÀ saavutettavuuden tietĂ€myksessĂ€: (1) olettamukset kĂ€yttĂ€jien kyvyistĂ€ (2) kĂ€yttĂ€jien todelliset tarpeet ja (3) tekijĂ€t kehitysketjussa. NĂ€iden tekijöiden tuntemus auttaa erityisesti suunnittelutieteilijöitĂ€ muodostamaan ohjaavaa tietoa ammattilaisille saavutettavien IT-artefaktien saavuttamiseksi. TĂ€ten tutkijat voivat paremmin tunnistaa muuttujat, niiden vĂ€liset suhteet ja saavutettavuuteen vaikuttavat tekijĂ€t, jotka liittyvĂ€t kĂ€yttĂ€jĂ€n kykyihin, johtamiseen, kehittĂ€miseen, sisĂ€llöntuottamiseen, tehtĂ€viin ja kontekstiin, kun IT-artefaktia suunnitellaan tiettyĂ€ tehtĂ€vÀÀ ja kĂ€yttökontekstia varten.fi=vertaisarvioitu|en=peerReviewed

    Factors Affecting the Accessibility of IT Artifacts : A Systematic Review

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    Accessibility awareness and development have improved in the past two decades, but many users still encounter accessibility barriers when using information technology (IT) artifacts (e.g., user interfaces and websites). Current research in information systems and human-computer interaction disciplines explores methods, techniques, and factors affecting the accessibility of IT artifacts for a particular population and provides solutions to address these barriers. However, design realized in one solution should be used to provide accessibility to the widest range of users, which requires an integration of solutions. To identify the factors that cause accessibility barriers and the solutions for users with different needs, a systematic literature review was conducted. This paper contributes to the existing body of knowledge by revealing (1) management- and development-level factors, and (2) user perspective factors affecting accessibility that address different accessibility barriers to different groups of population (based on the International Classification of Functioning by the World Health Organization). Based on these findings, we synthesize and illustrate the factors and solutions that need to be addressed when creating an accessible IT artifact.© 2022 by the Association for Information Systems. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and full citation on the first page. Copyright for components of this work owned by others than the Association for Information Systems must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists requires prior specific permission and/or fee. Request permission to publish from: AIS Administrative Office, P.O. Box 2712 Atlanta, GA, 30301-2712 Attn: Reprints are via e-mail from [email protected]=vertaisarvioitu|en=peerReviewed

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    Factors Affecting the Accessibility of IT Artifacts: A Systematic Review

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    Accessibility awareness and development have improved in the past two decades, but many users still encounter accessibility barriers when using information technology (IT) artifacts (e.g., user interfaces and websites). Current research in information systems and human-computer interaction disciplines explores methods, techniques, and factors affecting the accessibility of IT artifacts for a particular population and provides solutions to address these barriers. However, design realized in one solution should be used to provide accessibility to the widest range of users, which requires an integration of solutions. To identify the factors that cause accessibility barriers and the solutions for users with different needs, a systematic literature review was conducted. This paper contributes to the existing body of knowledge by revealing (1) management- and development-level factors, and (2) user perspective factors affecting accessibility that address different accessibility barriers to different groups of population (based on the International Classification of Functioning by the World Health Organization). Based on these findings, we synthesize and illustrate the factors and solutions that need to be addressed when creating an accessible IT artifact

    Multimodal information presentation for high-load human computer interaction

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    This dissertation addresses the question: given an application and an interaction context, how can interfaces present information to users in a way that improves the quality of interaction (e.g. a better user performance, a lower cognitive demand and a greater user satisfaction)? Information presentation is critical to the quality of interaction because it guides, constrains and even determines cognitive behavior. A good presentation is particularly desired in high-load human computer interactions, such as when users are under time pressure, stress, or are multi-tasking. Under a high mental workload, users may not have the spared cognitive capacity to cope with the unnecessary workload induced by a bad presentation. In this dissertation work, the major presentation factor of interest is modality. We have conducted theoretical studies in the cognitive psychology domain, in order to understand the role of presentation modality in different stages of human information processing. Based on the theoretical guidance, we have conducted a series of user studies investigating the effect of information presentation (modality and other factors) in several high-load task settings. The two task domains are crisis management and driving. Using crisis scenario, we investigated how to presentation information to facilitate time-limited visual search and time-limited decision making. In the driving domain, we investigated how to present highly-urgent danger warnings and how to present informative cues that help drivers manage their attention between multiple tasks. The outcomes of this dissertation work have useful implications to the design of cognitively-compatible user interfaces, and are not limited to high-load applications

    LITERACY AND LEARNING ACROSS PHYSICAL AND DIGITAL SPACES: A CASE STUDY IN A BLENDED PRIMARY CLASSROOM

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    In light of technological innovations, schools are increasingly adopting digital tools and promoting online spaces for learning. Consequently, the shape of teaching and learning is shifting beyond the physical classroom. Drawing on sociocultural theory, distributed cognition and a networked learning framework, this case study explores how a blended approach shapes teachers’ practices and students’ learning and literacy processes. The study was situated in a Year Six classroom in an Australian technology-rich independent school. Data was collected during the 2013 school year and included: 1) observations; 2) 125 hours of classroom video-recordings; 3) a collection of digital artefacts designed by the students; 4) interviews with teachers and students; 5) a student survey regarding technology integration in the classroom; 6) entry logs posted by participants on the Edmodo social network site. Multiple approaches to data analysis were used in order to answer the study’s research questions, including: networked learning analysis, thematic analysis, situated discourse analysis, multimodal discourse analysis and a quantitative descriptive analysis. The findings suggest that blended learning spaces support teachers’ distributed orchestration of classroom activities across tools and resources while also leveraging students’ engagement in reciprocal teaching as well as self-driven and collaborative learning. Digital technologies open space for new ways of communication, interaction and learning in the classroom, yet such affordances are dependent upon teacher’s facilitation and expertise. In addition, an interactive pattern of literacy practices was evident in the classroom, where processes of authorship, readership, production, audience, and consumption were established between students. Finally, alignment between teachers’ beliefs and the perceived value of technology was a key factor for technology integration in the classroom
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