1,367 research outputs found
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An Exploratory Study into the Accessibility of a Multi-User Virtual World for Young People with Aphasia
This paper describes an exploratory study into the accessibility of the virtual world Second Life for two young people with aphasia. Aphasia is a communicative disorder most commonly caused by a stroke. It affects both written and spoken language, is frequently accompanied by right-sided paralysis and people with aphasia can experience isolation and social exclusion. Multi-user virtual worlds are a potential source of fun and contact with others, but how accessible are such worlds to those with communication issues?
We report an investigation into the accessibility and potential of Second Life for people with aphasia. This was accomplished through a critique and an empirical study involving two young people: Ann was in her mid twenties and Bob in his early thirties. They were selected because both were comfortable with computer technologies before their strokes and each continues to use them, albeit in a more limited capacity. We discuss implications of the results for people with aphasia interacting with multi-user virtual worlds
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Motor expressions as creativity support: Exploring the potential for physical interaction
This research explores the effects of physical interactions designed on the basis of motor expressions to support creative ideation in creativity support technologies. The presented research looks into the effects on creative ideation of incompatibility between motor expressions and problem situations, and appraisals of (un)pleasantness. We report the results of a preliminary study which suggests that affective incompatibility between a problem situation and a motor expression benefits creative ideation, and that pleasantness motor expressions enhance task enjoyment, which in turn leads to a beneficial effect on the originality of ideas generated. Based on these results, we conclude with two new directions for the design of physical interactions with novel creativity support technologies
A protocol study of novice interaction design behaviour in Botswana: solution-driven interaction design
Think aloud studies and protocol analysis are well-known in the field of HCI, but most often these studies focus on usability evaluations, or on the use of technology. Rarely are they used to investigate the behaviour of interaction designers. In this paper, we report on a protocol study with novice interaction designers in Botswana. Participants had just completed the design section of an undergraduate module on Interaction Design that actively promotes a problem-driven approach to the design of interactive products, yet the participants behaved in a way that is closer to a solution-driven approach. The module emphasizes user-centred design, prototyping methods to support design development, and evaluating design detail. Yet participants suggest solutions before exploring the context of use, use prototyping methods to capture, rather than to develop, designs, and do not produce detailed designs. In a problem-solving context, some of these behaviours are typical of novices, but in a design context they are also seen in experienced designers. The results presented here reveal the detail of the approach adopted by these students, and contribute to the wider debate concerning the internationalization of HCI education
Charting Complex Changes: Application of the eHealth Implementation Toolkit (e-HIT) in the Delivering Assisted Living Lifestyles at Scale (dallas) Programme
The 'dallas' (Delivering Assisted Living Lifestyles at Scale) programme is a UK-wide digital healthcare initiative that has been designed to support independent living, enhance preventative care, and improve lifestyles by harnessing the potential of e-health technologies and digital services. This short paper presents a brief update on one strand of the University of Glasgow evaluation of the dallas programme. We have used the e-Health Implementation Toolkit (e-HIT) to investigate processes involved in the implementation of e-health tools and digital services being developed and deployed across the dallas communities and to assess 'distance travelled' by communities from baseline to midpoint of a three year programme. Qualitative data analysis was guided by the Normalisation Process Theory (NPT) and Framework Analysis. The e-HIT scores indicated that the dallas communities had underestimated the amount of work involved in implementing at scale. Qualitative data analysis showed that communities have successfully navigated barriers in order to make significant progress in strategic areas, including the development of new models of partnership working resulting in brand recognition and agile service design. The dallas communities are now sharing lessons learned and generating new professional knowledge, skills and understanding across several key strategic areas required for operationalising the implementation of e-health technologies and digital services at scale. The new knowledge being generated through the dallas programme will contribute to the ongoing transformation of digitally enabled healthcare based on more personalised flexible models of provision which resonates with the current e-health policy environment
Child-Centered Security
Children are spending more time online through the use of digital toys, games and the internet. These activities make children potentially vulnerable to security threats. This position paper puts forward an argument for and against creating a new research discipline in child-centered security, as a fusion of user-centered security and child computer interaction
Social presence and dishonesty in retail
Self-service checkouts (SCOs) in retail can benefit consumers and retailers, providing control and autonomy to shoppers independent from staff, together with reduced queuing times. Recent research indicates that the absence of staff may provide the opportunity for consumers to behave dishonestly, consistent with a perceived lack of social presence. This study examined whether a social presence in the form of various instantiations of embodied, visual, humanlike SCO interface agents had an effect on opportunistic behaviour. Using a simulated SCO scenario, participants experienced various dilemmas in which they could financially benefit themselves undeservedly. We hypothesised that a humanlike social presence integrated within the checkout screen would receive more attention and result in fewer instances of dishonesty compared to a less humanlike agent. This was partially supported by the results. The findings contribute to the theoretical framework in social presence research. We concluded that companies adopting self-service technology may consider the implementation of social presence in technology applications to support ethical consumer behaviour, but that more research is required to explore the mixed findings in the current study.<br/
A Method Impact Assessment Framework for User Experience Evaluations with Children
Based upon a review of the literature, this paper presents a Method Impact Assessment Framework. Theoretically synthesized, the framework offers five dimensions: (1) the role of the child, (2) the user experience construct, (3) system, (4) epistemological perspective, (5) Practical and Ethical Concerns. Although other dimensions could have been construed, these were judged to be the most pertinent to understanding evaluation methods with children. The framework thus provides a critical lens in which evaluation methods can be assessed by the Children Computer Interaction (CCI) Community to inform method selection
Visualizing Magnitude: Graphical Number Representations Help Users Detect Large Number Entry Errors
Nurses frequently have to program infusion pumps to deliver a prescribed quantity of drug over time. Occasional errors are made in the performance of this routine number entry task, resulting in patients receiving the incorrect dose of a drug. While many of these number entry errors are inconsequential, others are not; infusing 100 ml of a drug instead of 10 ml can be fatal. This paper investigates whether a supplementary graphical number representation, depicting the magnitude of a number, can help people detect number entry errors. An experiment was conducted in which 48 participants had to enter numbers from a âprescription sheetâ to a computer interface using a keyboard. The graphical representation was supplementary and was shown both on the âprescription sheetâ and the device interface. Results show that while overall more errors were made when the graphical representation was visible, the graphical representation helped participants to detect larger number entry errors (i.e., those that were out by at least an order of magnitude). This work suggests that a graphical number entry system that visualizes magnitude of number can help people detect serious number entry errors
HCI expertise needed! Personalisation and feedback optimisation in online education
Two key challenges in education relate to how traditional educational providers can personalise online provisions to the studentsâ skill level, optimise the use of tools and increase both the generation and utilisation of feedback (in terms of timing, content, and subsequent use by students). The application of traditional programmes in the online setting is often complicated by the legacy of traditional universities infrastructures, knowledge bases (or lack thereof in the human-computer-interaction/HCI realm), and pedagogical priorities. It is here that HCI experts (designers and researchers) can have real-world impact in line with macro-HCI, while also being able to test new innovations in collaboration with educators (e.g., the practitioners in such education settings). In this note, we make a case that the HCI community is in a situation where it can make a significant contribution to traditional providers in two prospective areas: personalisation, feedback generation and increased feedback utilisation
Investigating the extent to which children use mobile phone application stores
This paper reports the results of a short survey aimed at examining the extent to which children use mobile phone application stores. Aspects investigated included whether children used application stores on their own or parentsâ devices, how children use application stores and whether they think app stores could be improved. The key contribution of this paper is the provision of evidence that children are prolific users of smart phone application stores, children are using both their parents phones and their own phones to access app stores and over half the children who download games do so at a rate of 1-2 per week. The paper also looks at how children choose the games they do on the app store and their view on how easy it is to find their chosen game. Over half the children who download games do so either having played the game before or on the recommendation of a friend. The findings raise issues about the design of app store interfaces / information architectures and whether or not children should be considered in the design of future app store interfaces
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