906 research outputs found
Feeling what you hear: tactile feedback for navigation of audio graphs
Access to digitally stored numerical data is currently very limited for sight impaired people. Graphs and visualizations are often used to analyze relationships between numerical data, but the current methods of accessing them are highly visually mediated. Representing data using audio feedback is a common method of making data more accessible, but methods of navigating and accessing the data are often serial in nature and laborious. Tactile or haptic displays could be used to provide additional feedback to support a point-and-click type interaction for the visually impaired. A requirements capture conducted with sight impaired computer users produced a review of current accessibility technologies, and guidelines were extracted for using tactile feedback to aid navigation. The results of a qualitative evaluation with a prototype interface are also presented. Providing an absolute position input device and tactile feedback allowed the users to explore the graph using tactile and proprioceptive cues in a manner analogous to point-and-click techniques
Evaluation of the Accessibility of Touchscreens for Individuals who are Blind or have Low Vision: Where to go from here
Touchscreen devices are well integrated into daily life and can be found in both personal and public spaces, but the inclusion of accessible features and interfaces continues to lag behind technologyâs exponential advancement. This thesis aims to explore the experiences of individuals who are blind or have low vision (BLV) while interacting with non-tactile touchscreens, such as smartphones, tablets, smartwatches, coffee machines, smart home devices, kiosks, ATM machines, and more. The goal of this research is to create a set of recommended guidelines that can be used in designing and developing either personal devices or shared public technologies with accessible touchscreens. This study consists of three phases, the first being an exploration of existing research related to accessibility of non-tactile touchscreens, followed by semi-structured interviews of 20 BLV individuals to address accessibility gaps in previous work, and finally a survey in order to get a better understanding of the experiences, thoughts, and barriers for BLV individuals while interacting with touchscreen devices. Some of the common themes found include: loss of independence, lack or uncertainty of accessibility features, and the need and desire for improvements. Common approaches for interaction were: the use of high markings, asking for sighted assistance, and avoiding touchscreen devices. These findings were used to create a set of recommended guidelines which include a universal feature setup, the setup of accessibility settings, universal headphone jack position, tactile feedback, ask for help button, situational lighting, and the consideration of time
Designing usable mobile interfaces for spatial data
2010 - 2011This
dissertation
deals
mainly
with
the
discipline
of
Human-ÂâComputer
Interaction
(HCI),
with
particular
attention
on
the
role
that
it
plays
in
the
domain
of
modern
mobile
devices.
Mobile
devices
today
offer
a
crucial
support
to
a
plethora
of
daily
activities
for
nearly
everyone.
Ranging
from
checking
business
mails
while
traveling,
to
accessing
social
networks
while
in
a
mall,
to
carrying
out
business
transactions
while
out
of
office,
to
using
all
kinds
of
online
public
services,
mobile
devices
play
the
important
role
to
connect
people
while
physically
apart.
Modern
mobile
interfaces
are
therefore
expected
to
improve
the
user's
interaction
experience
with
the
surrounding
environment
and
offer
different
adaptive
views
of
the
real
world.
The
goal
of
this
thesis
is
to
enhance
the
usability
of
mobile
interfaces
for
spatial
data.
Spatial
data
are
particular
data
in
which
the
spatial
component
plays
an
important
role
in
clarifying
the
meaning
of
the
data
themselves.
Nowadays,
this
kind
of
data
is
totally
widespread
in
mobile
applications.
Spatial
data
are
present
in
games,
map
applications,
mobile
community
applications
and
office
automations.
In
order
to
enhance
the
usability
of
spatial
data
interfaces,
my
research
investigates
on
two
major
issues:
1. Enhancing
the
visualization
of
spatial
data
on
small
screens
2. Enhancing
the
text-Ââinput
methods
I
selected
the
Design Science Research approach
to
investigate
the
above
research
questions.
The
idea
underling
this
approach
is
âyou
build artifact to learn from itâ, in
other
words
researchers
clarify
what
is
new
in
their
design.
The
new
knowledge
carried
out
from
the
artifact
will
be
presented
in
form
of
interaction
design
patterns
in
order
to
support
developers
in
dealing
with
issues
of
mobile
interfaces.
The
thesis
is
organized
as
follows.
Initially
I
present
the
broader
context,
the
research
questions
and
the
approaches
I
used
to
investigate
them.
Then
the
results
are
split
into
two
main
parts.
In
the
first
part
I
present
the
visualization
technique
called
Framy.
The
technique
is
designed
to
support
users
in
visualizing
geographical
data
on
mobile
map
applications.
I
also
introduce
a
multimodal
extension
of
Framy
obtained
by
adding
sounds
and
vibrations.
After
that
I
present
the
process
that
turned
the
multimodal
interface
into
a
means
to
allow
visually
impaired
users
to
interact
with
Framy.
Some
projects
involving
the
design
principles
of
Framy
are
shown
in
order
to
demonstrate
the
adaptability
of
the
technique
in
different
contexts.
The
second
part
concerns
the
issue
related
to
text-Ââinput
methods.
In
particular
I
focus
on
the
work
done
in
the
area
of
virtual
keyboards
for
mobile
devices.
A
new
kind
of
virtual
keyboard
called
TaS
provides
users
with
an
input
system
more
efficient
and
effective
than
the
traditional
QWERTY
keyboard.
Finally,
in
the
last
chapter,
the
knowledge
acquired
is
formalized
in
form
of
interaction
design
patterns. [edited by author]X n.s
Developing an interactive overview for non-visual exploration of tabular numerical information
This thesis investigates the problem of obtaining overview information from complex tabular numerical data sets non-visually. Blind and visually impaired people need to access and analyse numerical data, both in education and in professional occupations. Obtaining an overview is a necessary first step in data analysis, for which current non-visual data accessibility methods offer little support.
This thesis describes a new interactive parametric sonification technique called High-Density Sonification (HDS), which facilitates the process of extracting overview information from the data easily and efficiently by rendering multiple data points as single auditory events. Beyond obtaining an overview of the data, experimental studies showed that the capabilities of human auditory perception and cognition to extract meaning from HDS representations could be used to reliably estimate relative arithmetic mean values within large tabular data sets.
Following a user-centred design methodology, HDS was implemented as the primary form of overview information display in a multimodal interface called TableVis. This interface supports the active process of interactive data exploration non-visually, making use of proprioception to maintain contextual information during exploration (non-visual focus+context), vibrotactile data annotations (EMA-Tactons) that can be used as external memory aids to prevent high mental workload levels, and speech synthesis to access detailed information on demand.
A series of empirical studies was conducted to quantify the performance attained in the exploration of tabular data sets for overview information using TableVis. This was done by comparing HDS with the main current non-visual accessibility technique (speech synthesis), and by quantifying the effect of different sizes of data sets on user performance, which showed that HDS resulted in better performance than speech, and that this performance was not heavily dependent on the size of the data set. In addition, levels of subjective workload during exploration tasks using TableVis were investigated, resulting in the proposal of EMA-Tactons, vibrotactile annotations that the user can add to the data in order to prevent working memory saturation in the most demanding data exploration scenarios. An experimental evaluation found that EMA-Tactons significantly reduced mental workload in data exploration tasks.
Thus, the work described in this thesis provides a basis for the interactive non-visual exploration of a broad range of sizes of numerical data tables by offering techniques to extract overview information quickly, performing perceptual estimations of data descriptors (relative arithmetic mean) and managing demands on mental workload through vibrotactile data annotations, while seamlessly linking with explorations at different levels of detail and preserving spatial data representation metaphors to support collaboration with sighted users
PAPIERCRAFT: A PAPER-BASED INTERFACE TO SUPPORT INTERACTION WITH DIGITAL DOCUMENTS
Many researchers extensively interact with documents using both computers and paper printouts, which provide an opposite set of supports. Paper is comfortable to read from and write on, and it is flexible to be arranged in space; computers provide an efficient way to archive, transfer, search, and edit information. However, due to the gap between the two media, it is difficult to seamlessly integrate them together to optimize the user's experience of document interaction.
Existing solutions either sacrifice inherent paper flexibility or support very limited digital functionality on paper. In response, we have proposed PapierCraft, a novel paper-based interface that supports rich digital facilities on paper without sacrificing paper's flexibility. By employing the emerging digital pen technique and multimodal pen-top feedback, PapierCraft allows people to use a digital pen to draw gesture marks on a printout, which are captured, interpreted, and applied to the corresponding digital copy. Conceptually, the pen and the paper form a paper-based computer, able to interact with other paper sheets and computing devices for operations like copy/paste, hyperlinking, and web searches. Furthermore, it retains the full range of paper advantages through the light-weighted, pen-paper-only interface. By combining the advantages of paper and digital media and by supporting the smooth transition between them, PapierCraft bridges the paper-computer gap.
The contributions of this dissertation focus on four respects. First, to accommodate the static nature of paper, we proposed a pen-gesture command system that does not rely on screen-rendered feedback, but rather on the self-explanatory pen ink left on the paper. Second, for more interactive tasks, such as searching for keywords on paper, we explored pen-top multimodal (e.g. auditory, visual, and tactile) feedback that enhances the command system without sacrificing the inherent paper flexibility. Third, we designed and implemented a multi-tier distributed infrastructure to map pen-paper interactions to digital operations and to unify document interaction on paper and on computers. Finally, we systematically evaluated PapierCraft through three lab experiments and two application deployments in the areas of field biology and e-learning. Our research has demonstrated the feasibility, usability, and potential applications of the paper-based interface, shedding light on the design of the future interface for digital document interaction. More generally, our research also contributes to ubiquitous computing, mobile interfaces, and pen-computing
Taux : a system for evaluating sound feedback in navigational tasks
This thesis presents the design and development of an evaluation system for generating audio displays that provide feedback to persons performing navigation tasks. It first develops the need for such a system by describing existing wayfinding solutions, investigating new electronic location-based methods that have the potential of changing these solutions and examining research conducted on relevant audio information representation techniques. An evaluation system that supports the manipulation of two basic classes of audio display is then described. Based on prior work on wayfinding with audio display, research questions are developed that investigate the viability of different audio displays. These are used to generate hypotheses and develop an experiment which evaluates four variations of audio display for wayfinding. Questions are also formulated that evaluate a baseline condition that utilizes visual feedback. An experiment which tests these hypotheses on sighted users is then described. Results from the experiment suggest that spatial audio combined with spoken hints is the best approach of the approaches comparing spatial audio. The test experiment results also suggest that muting a varying audio signal when a subject is on course did not improve performance. The system and method are then refined. A second experiment is conducted with improved displays and an improved experiment methodology. After adding blindfolds for sighted subjects and increasing the difficulty of navigation tasks by reducing the arrival radius, similar comparisons were observed. Overall, the two experiments demonstrate the viability of the prototyping tool for testing and refining multiple different audio display combinations for navigational tasks. The detailed contributions of this work and future research opportunities conclude this thesis
Teaching Visually Impaired College Students in Introductory Statistics
Instructors of postsecondary classes in statistics rely heavily on visuals in their teaching, both within the classroom and in resources like textbooks, handouts, and software, but this information is often inaccessible to students who are blind or visually impaired (BVI). The unique challenges involved in adapting both pedagogy and course materials to accommodate a BVI student may provoke anxiety among instructors teaching a BVI student for the first time, and instructors may end up feeling unprepared or âreinventing the wheel.â We discuss a wide variety of accommodations inside and outside of the classroom grounded in the empirical literature on cognition and learning and informed by our own experience teaching a blind student in an introductory statistics course
New knowledge and methods for mitigating driver distraction
Driver distraction is the diversion of attention to a non-driving related activity. It has been identified as major cause of accidents. Even as we move away from traditional âdriverâ and towards highly-automated vehicles, distraction remains an important issue. A distracted driver could still potentially miss a handover of control message from the car, or have a reduced awareness of the traffic environment. With the increased number and complexity of new features being introduced in vehicles, it is becoming more important to understand how drivers interact with them, to understand the benefit they offer in helping the driver to focus on-road, but also to identify their limitations and risks. Thereby it is important to consider that the interaction between human and technology, e.g. driver distraction, can be described by many aspects. To learn the most about the interaction between user and technology, it is important to select a suitable measure and to utilise that measure in best practice, which can be hard to find in literature. This research project is divided into two research streams that investigate the opportunities of new in-vehicle interfaces to mitigate driver distraction and that research how to efficiently identify measures for the ergonomic evaluation of in-vehicle interfaces.
Research stream one, comprising four studies, evaluated tactile information as a new interface technology to mitigate distraction in manual and automated cars. Tactile perception requires physical contact between the driver and the device delivering the feedback. It can be decreased by clothing. In the first user trial it was evaluated, for the first time, how shoe type, gender, and age influence the driverâs perception of a tactile pedal. Shoe type did not, but gender, age, and the feedbackâs duration and amplitude did influence the perception. In some durations and amplitudes, the feedback was recognised by all participants and was rated highly intense, both aspects a warning should have. Next, it was evaluated how fast people would react to a tactile warning compared to a traditional auditory warning and an auditory-tactile warning. The participants reacted significantly slower to the tactile warning. Following, a tactile warning might not be suitable as an in-vehicle warning. However, adding an auditory component to the tactile warning increases its efficiency and people missed less auditory-tactile compared to auditory warnings. Newly introduced interfaces, such as tactile interfaces, put an effort on drivers to adjust to them and might lead to unsafe interactions. In the third and fourth study, it was investigated how a driverâs trust effects the reaction time and glance behaviour. Trust was not associated with the reaction time towards a tactile warning signal, but it influenced the glances at a voice-navigation interface that was new for the majority of the participants. The findings can be utilised to increase the trust in the interface dialogue and thereby decrease a driverâs time glanced off-road.
Research stream two investigated how Human-Machine-Interface (HMI) engineers can be supported in the comparison and selection of measures (e.g. a usability score) to evaluate the ergonomics of in-vehicle devices, for example to measure driver distraction. Industry projects are often restricted by tight deadlines and limited availability of equipment. Measure selection can then become a time critical issue. In published literature, there existed no guidelines to support this task. In four rapid prototyping evaluations, an interface was developed that can aid HMI-engineers in the comparison and selection of measures for an ergonomic evaluation. The tool functions as knowledge management and foresees to inform users about the best practice to utilise a measure, tips to set-up required equipment, and templates for the measure, for example templates for the analysis or electronic versions of questionnaires
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