3 research outputs found

    Nutzerzentrierte Gestaltung für Menschen mit kognitiver Beeinträchtigung

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    Ein grosser Bevölkerungsanteil lebt mit einer kognitiven Beeinträchtigung. Die betroffenen Personen begegnen aufgrund ihrer funktionalen Einschränkungen bei der Nutzung von Informationstechnologien Herausforderungen, die sie gegebenenfalls an der gesellschaftlichen Partizipation hindern. Eine Berücksichtigung dieser Nutzergruppe bei der Technologiegestaltung und -entwicklung ist deshalb zwingend notwendig, findet jedoch in der Praxis kaum statt. Etablierte Methoden der nutzerzentrierten Gestaltung zielen auf Menschen mit durchschnittlichen Eigenschaften ab. Einige Studien und Projekte wurden bereits durchgeführt, jedoch fehlt es an einem strukturierten Überblick sowie an Ansätzen, wie die nutzerzentrierte Gestaltung für Menschen mit kognitiver Beeinträchtigung eingesetzt und adaptiert werden kann. Die Ergebnisse der Analyse der Projekte und Studien des Fachbereichs sind ernüchternd. Zwar ziehen einige Studien Menschen mit kognitiver Beeinträchtigung explizit in den Designprozess mit ein, doch wird kaum über das Vorgehen oder nötige Anpassungen reflektiert. Durch die Vielfalt der Menschen mit kognitiver Beeinträchtigung können zwar einige Empfehlungen für die Einbeziehung formuliert werden, diese zu generalisieren und auf andere Projekte zu übertragen, stellt jedoch eine Herausforderung dar. Daher wird ein standardisiertes Framework für das Teilen von Erkenntnissen aus durchgeführten Projekten gefordert. Es müssen geeignete Methoden gefunden werden, wenn kognitiv beeinträchtige Menschen miteinbezogen werden sollen – insbesondere dann, wenn zusätzlich weitere Nutzergruppen mit abweichender Beeinträchtigung involviert sind. Die Problematik hängt jedoch nicht nur von der Forschung ab und so bleibt in Zukunft die Übertragung der Erkenntnisse in die Praxis eine der grössten Herausforderungen

    Closing the digital gap: handheld computing, adult first-time users, and a user experience metric model

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    This thesis assesses the speed of adaptation and adoption of computing systems from an adult first-time user perspective in South Africa, with the aim of determining if it could ultimately lead to the reduction of the existing digital gap. As is evident from the social, educational, and economical gap for some observers, the reality of the existence of the digital gap in South Africa is undeniable. Constant non-targeted progress is made toward addressing imbalances, which seem to be more visible as the number of constant and permanent users is visibly increasing. These observed phenomena are mostly noticed amongst urban, educated, younger, middle-class citizens. The forgotten “missing middle” are left to fend for themselves. These are people who are still outside the digital drive the world is experiencing based on their schooling grade, geographical location, income level, and age. They were not in school when computer literacy was introduced, and they were too poor to teach themselves how to use a computer, too remote to observe the digital drive, and too old to learn from their peers. As citizens, their welfare matters, and when assessing the penetration of ICT in the country, their numbers also matter. One cannot ignore their presence and the difficulties and frustration that they experience when coming into contact with a computing system for the first time. The researcher is of the view that the presence of a computing system may not simply translate to the closure of the digital gap. In other words, people may gain access to a computer, but without computing usability skills or Internet connectivity it may not add value to their daily activities. Closing the digital gap in South Africa can be seen as political propaganda, but the reality is, how do we measure and assess it? It comes down to users, and in this particular case, attention is turned to the “missing middle”, here referred to as the adult first-time user. This is simply someone who is over the age of 18 years, lives in a rural community in South Africa, never completed school, and is using a computer for the first time. The researcher used a handheld tablet system as a tool to assess the participants’ adequacy in terms of the rate at which they complete tasks by developing mathematical equations which were placed together within an assessment metric that was later used to determine user proficiency, as well as their adaptation and user experience in order to determine if the participant can later adopt the device and take advantage of it. By so doing, the metric will comprise variables such as the user movement time, task completion success rate, task completion speed, user satisfaction, user reaction time, user completion rate per activity, time-based efficiency, and the assessment of the level of frustration any adult first-time user may experience while interacting with the system for the first time. The term “digital gap” may not be new to the ICT sphere, but no one has taken the step towards assessing it. The digital gap is no longer the absence of computing systems in many communities but rather the presence of inadequate user experience, which has not been properly measured and documented. The user experience metric (UXM) that was developed in this study provided the researcher with the opportunity to reassess the issue of systems adaptation, adoption, and usability by adult first-time users. This research is particularly driven by sound interaction design principles, user adaptation, and usability and user experiencePh. D. (Information Systems)School of Computin

    Design and Evaluation of Mobile Learning Applications for Autistic Children in Pakistan

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    International audienceIn this paper, we present the design and evaluation of culturally specific mobile learning applications, designed as a tool to encourage social interaction in autistic children. These applications were designed for Pakistani children keep their cultural context in mind. We performed longitudinal evaluation (around eight weeks) of these applications at an autistic school in Pakistan. Our initial results, based on pre and post evaluation questionnaires and video analysis of social interactions, showed that the applications had a positive effect on the development of socio-emotional skills of children and were appreciated not only by children but also by the teachers
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