85,342 research outputs found
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Investigating familiar interfaces to help older adults learn computer applications more easily
Many older adults wish to gain competence in using a computer, but many application interfaces are perceived as complex and difficult to use, deterring potential users from investing the time to learn them. Hence, this study looks at the potential of ‘familiar’ interface design which builds upon users’ knowledge of real world interactions, and applies existing skills to a new domain. Tools are provided in the form of familiar visual objects, and manipulated like real-world counterparts, rather than with buttons, icons and menus found in classic WIMP interfaces.
This paper describes the formative evaluation of computer interactions that are based upon familiar real world tasks, which supports multitouch interaction, involves few buttons and icons, no menus, no right-clicks or double-clicks and no dialogs. Using an example of an email client to test the principles of using “familiarity”, the initial feedback was very encouraging, with 3 of the 4 participants being able to undertake some of the basic email tasks with no prior training and little or no help. The feedback has informed a number of refinements of the design principles, such as providing clearer affordance for visual objects. A full study is currently underway
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Digital inclusion - the vision, the challenges and the way forward
This paper considers the vision and aspiration of digital inclusion, and then examines the current reality. It looks beyond the rhetoric to provide an analysis of the status quo, a consideration of some facilitators and challenges to progress and some suggestions for moving forward with renewed energy and commitment. The far-reaching benefits of digital inclusion and the crucial role it plays in enabling full participation in our digital society are considered. At the heart of the vision of universal digital inclusion is the deceptively simple goal to ensure that everyone is able to access and experience the wide-ranging benefits and transformational opportunities and impacts it offers. The reality is a long way from the vision: inequality of access still exists despite many national campaigns and initiatives to reduce it. The benefits and beneficiaries of a digital society are not just the individual but all stakeholders in the wider society. Research evidence has shown that the critical success factors for successful digital participation are (i) appropriate design and (ii) readily available and on-going ICT (Information and Communication Technology) support in the community. Challenges and proven solutions are presented. The proposition of community hubs in local venues to provide user-centred ICT support and learning for older and disabled people is presented. While the challenges to achieve digital inclusion are very considerable, the knowledge of how to achieve it and the technologies which enable it already exist. Harnessing of political will is necessary to make digital inclusion a reality rather than a vision. With the cooperation and commitment of all stakeholders actualisation of the vision of a digitally inclusive society, while challenging, can be achieved and will yield opportunities and rewards that eclipse the cost of implementation
Designing Reusable Systems that Can Handle Change - Description-Driven Systems : Revisiting Object-Oriented Principles
In the age of the Cloud and so-called Big Data systems must be increasingly
flexible, reconfigurable and adaptable to change in addition to being developed
rapidly. As a consequence, designing systems to cater for evolution is becoming
critical to their success. To be able to cope with change, systems must have
the capability of reuse and the ability to adapt as and when necessary to
changes in requirements. Allowing systems to be self-describing is one way to
facilitate this. To address the issues of reuse in designing evolvable systems,
this paper proposes a so-called description-driven approach to systems design.
This approach enables new versions of data structures and processes to be
created alongside the old, thereby providing a history of changes to the
underlying data models and enabling the capture of provenance data. The
efficacy of the description-driven approach is exemplified by the CRISTAL
project. CRISTAL is based on description-driven design principles; it uses
versions of stored descriptions to define various versions of data which can be
stored in diverse forms. This paper discusses the need for capturing holistic
system description when modelling large-scale distributed systems.Comment: 8 pages, 1 figure and 1 table. Accepted by the 9th Int Conf on the
Evaluation of Novel Approaches to Software Engineering (ENASE'14). Lisbon,
Portugal. April 201
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Multimodal and ubiquitous computing systems: supporting independent-living older users
We document the rationale and design of a multimodal interface to a pervasive/ubiquitous computing system that supports independent living by older people in their own homes. The Millennium Home system involves fitting a resident’s home with sensors – these sensors can be used to trigger sequences of interaction with the resident to warn them about dangerous events, or to check if they need external help. We draw lessons from the design process and conclude the paper with implications for the design of multimodal interfaces to ubiquitous systems developed for the elderly and in healthcare, as well as for more general ubiquitous computing applications
Online Group-exercises for Older Adults of Different Physical Abilities
In this paper we describe the design and validation of a virtual fitness
environment aiming at keeping older adults physically and socially active. We
target particularly older adults who are socially more isolated, physically
less active, and with less chances of training in a gym. The virtual fitness
environment, namely Gymcentral, was designed to enable and motivate older
adults to follow personalised exercises from home, with a (heterogeneous) group
of remote friends and under the remote supervision of a Coach. We take the
training activity as an opportunity to create social interactions, by
complementing training features with social instruments. Finally, we report on
the feasibility and effectiveness of the virtual environment, as well as its
effects on the usage and social interactions, from an intervention study in
Trento, Ital
Challenges in Developing Applications for Aging Populations
Elderly individuals can greatly benefit from the use of computer applications, which can assist in monitoring health conditions, staying in contact with friends and family, and even learning new things. However, developing accessible applications for an elderly user can be a daunting task for developers. Since the advent of the personal computer, the benefits and challenges of developing applications for older adults have been a hot topic of discussion. In this chapter, the authors discuss the various challenges developers who wish to create applications for the elderly computer user face, including age-related impairments, generational differences in computer use, and the hardware constraints mobile devices pose for application developers. Although these challenges are concerning, each can be overcome after being properly identified
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