1,121 research outputs found

    Impact of accessibility barriers on the mood of users with motor and dexterity impairments

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    With the aim of knowing the impact of accessibility problems on persons with motor impairments, we did a user test with this user group. The focus of the test was the analysis of a user’s mood relative to different accessibility barriers comparing two parallel web pages: an accessible one and a non-accessible one. The study identified web forms and Flash elements as the most important aspects for this kind of users. On the one hand these elements are useful to users, and on the other, they raise many accessibility issues. The analysis of results indicate that persons with severe motor impairments are more efficient and effective interacting with web pages, than users with mild motor impairments; a possible explanation for this would be that they use technical aids adapted to their needs while users with mild impairments use standard devices. Overall, users had a positive mood while navigating the accessible web site, and were more negative when interacting with the non-accessible web site. Our investigation contributes to a better understanding of users with motor impairments confronting accessibility barriers.Peer Reviewe

    Impact of accesibility barriers on the mood of users with motor and dexterity impairments

    Get PDF
    With the aim of knowing the impact of accessibility problems on persons with motor impairments, we did a user test with this user group. The focus of the test was the analysis of a user’s mood relative to different accessibility barriers comparing two parallel web pages: an accessible one and a non-accessible one. The study identified web forms and Flash elements as the most important aspects for this kind of users. On the one hand these elements are useful to users, and on the other, they raise many accessibility issues. The analysis of results indicate that persons with severe motor impairments are more efficient and effective interacting with web pages, than users with mild motor impairments; a possible explanation for this would be that they use technical aids adapted to their needs while users with mild impairments use standard devices. Overall, users had a positive mood while navigating the accessible web site, and were more negative when interacting with the non-accessible web site. Our investigation contributes to a better understanding of users with motor impairments confronting accessibility barriers

    Impact of accesibility barriers on the mood of users with motor and dexterity impairments

    Get PDF
    With the aim of knowing the impact of accessibility problems on persons with motor impairments, we did a user test with this user group. The focus of the test was the analysis of a user’s mood relative to different accessibility barriers comparing two parallel web pages: an accessible one and a non-accessible one. The study identified web forms and Flash elements as the most important aspects for this kind of users. On the one hand these elements are useful to users, and on the other, they raise many accessibility issues. The analysis of results indicate that persons with severe motor impairments are more efficient and effective interacting with web pages, than users with mild motor impairments; a possible explanation for this would be that they use technical aids adapted to their needs while users with mild impairments use standard devices. Overall, users had a positive mood while navigating the accessible web site, and were more negative when interacting with the non-accessible web site. Our investigation contributes to a better understanding of users with motor impairments confronting accessibility barriers

    Developing Accessible Services:Understanding Current Knowledge and Areas for Future Support

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    When creating digital artefacts, it is important to ensure that the product being made is accessible to as much of the population as is possible. Many guidelines and supporting tools exist to assist reaching this goal. However, little is known about developers’ understanding of accessible practice and the methods that are used to implement this.We present findings from an accessibility design workshop that was carried out with a mixture of 197 developers and digital technology students. We discuss perceptions of accessibility, techniques that are used when designing accessible products, and what areas of accessibility development participants believed were important. We show that there are gaps in the knowledge needed to develop accessible products despite the effort to promote accessible design. Our participants are themselves aware of where these gaps are and have suggested a number of areas where tools, techniques and guidance would improve their practice

    The ‘bright spot’: Closing the knowledge gap with Inclusive Design training

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    Training alone is not enough to counter digital exclusion but it can create a shared understanding of inclusion in the design process. The aim of this work was to close the knowledge gap that exists amongst design practitioners of digital products and services. The study was comprised of an e-learning prototype nested between a pre- and post-evaluation questionnaire. An iterative, participatory design method was used to develop the survey questions and the Inclusive Design training module. Study results found a widespread absence of professional training amongst designers. Designers agreed that inclusion of diverse users in the design process makes it better for all users, not just persons with disabilities. Although a common understanding of inclusion in the design process was reached, reported examples of inclusion suggest more work is required to help designers understand how to ‘go about’ designing for inclusion

    Reservoir hill and audiences for online interactive drama

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    This paper analyses the interactive experiences constructed for users of the New Zealand online interactive drama Reservoir Hill (2009, 2010), focusing both on the nature and levels of engagement which the series provided to users and the difficulties of audience research into this kind of media content. The series itself provided tightly prescribed forms of interactivity across multiple platforms, allowing forms of engagement that were greatly appreciated by its audience overall but actively explored only by a small proportion of users. The responses from members of the Reservoir Hill audience suggests that online users themselves are still learning the nature of, and constraints on, their engagements with various forms of online interactive media. This paper also engages with issue of how interactivity itself is defined, the difficulties of both connecting with audience members and securing timely access to online data, and the challenges of undertaking collaborative research with media producers in order to gain access to user data

    'Pro' social media : using key social psychological theories to increase prosocial engagement on social media sites

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    Prosocial Behaviour has a strong history rooted in Social Psychology. However, it has yet to be researched in the realm of social media. This line of research aims to better understand Prosocial Behaviour in social media environments and learn how to increase positive engagement online through the theoretical framework of Walther’s (1996) hyperpersonal model of computer-mediated communication. Four studies were conducted to obtain this goal. The first two studies explore what factors affect prosocial behaviour on social media sites. In particular, study one examines how gender, appearance, and number of social media friends affect whether or not individuals will give aid to their friends. The outcome suggested that the less social media friends a person had, the less likely the individual would help. Study two delves into whether the bystander effect and personalisation affect Prosocial Behaviour on social media sites. The bystander effect did not affect helping but personalising a message made it more than two times more likely that an individual would receive help. The third study looks at some barriers that prevent prosocial behaviour on social media sites. Three main barriers resulted including ‘Information Overload,’ ‘Can’t Live with It, Can’t Live without It,’ and ‘Privacy and Permanence of Information.’ The final study examines Prosocial Behaviour in a social media context through the means of two events where social media played an important role in helping behaviour. These events exemplified that social media is a powerful tool and can be used to effectively promote Prosocial Behaviour and also provided support for Walther’s hyperpersonal model. As the first to delve into helping behaviour on social media sites, this thesis advances the current body of knowledge on Prosocial Behaviour. In addition, the four studies provide vital knowledge on how to increase prosocial behaviour online using Walther’s (1996) hyperpersonal model on CMC. With the current Social Media Revolution and time spent online, it is vital to make social media engagement more positive and user friendly. The three main ways to increase positive online engagement gleaned from this thesis are 1) Make things personal, 2) Create a social media group with a hierarchical structure, and 3) Edit privacy settings and friend/follower settings on personal social media pages to fit one’s individual need

    Designing and Evaluating Accessible E-Learning for Students with Visual Impairments in K-12 Computing Education

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    This dissertation explores the pathways for making K-12 computing education more accessible for blind or visually impaired (BVI) learners. As computer science (CS) expands into K-12 education, more concerted efforts are required to ensure all students have equitable access to opportunities to pursue a career in computing. To determine their viability with BVI learners, I conducted three studies to assess current accessibility in CS curricula, materials, and learning environments. Study one was interviews with visually impaired developers; study two was interviews with K-12 teachers of visually impaired students; study three was a remote observation within a computer science course. My exploration revealed that most of CS education lacks the necessary accommodations for BVI students to learn at an equitable pace with sighted students. However, electronic learning (e-learning) was a theme that showed to provide the most accessible learning experience for BVI students, although even there, usability and accessibility challenges were present in online learning platforms. My dissertation engaged in a human-centered approach across three studies towards designing, developing, and evaluating an online learning management system (LMS) with the critical design elements to improve navigation and interaction with BVI users. Study one was a survey exploring the perception of readiness for taking online courses between sighted and visually impaired students. The findings from the survey fueled study two, which employed participatory design with storytelling with K-12 teachers and BVI students to learn more about their experiences using LMSs and how they imagine such systems to be more accessible. The findings led to developing the accessible learning content management system (ALCMS), a web-based platform for managing courses, course content, and course roster, evaluated in study three with high school students, both sighted and visually impaired, to determine its usability and accessibility. This research contributes with recommendations for including features and design elements to improve accessibility in existing LMSs and building new ones

    Creativity in cooperative face-to-face and online settings – What are the criteria that matter?

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