4,996 research outputs found

    What children on the autism spectrum have to ‘say’ about using high-tech voice output communication aids (VOCAs) in an educational setting

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    This paper focuses on accessing the experiences of three boys who are on the autism spectrum to identify what using a voice output communication aid (VOCA), within a classroom setting, means to them. The methods used to identify the boys' perspectives are described and evaluated. Establishing these through direct methods of engagement proved problematic but working with parents and school staff as ‘expert guides’ provided a rich insight into what using a VOCA appeared to mean to the boys. The findings suggest that using a computer-based VOCA can be viewed by children with autism as a pleasurable and motivating activity. This technology also seems to offer the potential for a much broader developmental impact for these children than that currently recognised within the research literature

    A Virtual Conversational Agent for Teens with Autism: Experimental Results and Design Lessons

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    We present the design of an online social skills development interface for teenagers with autism spectrum disorder (ASD). The interface is intended to enable private conversation practice anywhere, anytime using a web-browser. Users converse informally with a virtual agent, receiving feedback on nonverbal cues in real-time, and summary feedback. The prototype was developed in consultation with an expert UX designer, two psychologists, and a pediatrician. Using the data from 47 individuals, feedback and dialogue generation were automated using a hidden Markov model and a schema-driven dialogue manager capable of handling multi-topic conversations. We conducted a study with nine high-functioning ASD teenagers. Through a thematic analysis of post-experiment interviews, identified several key design considerations, notably: 1) Users should be fully briefed at the outset about the purpose and limitations of the system, to avoid unrealistic expectations. 2) An interface should incorporate positive acknowledgment of behavior change. 3) Realistic appearance of a virtual agent and responsiveness are important in engaging users. 4) Conversation personalization, for instance in prompting laconic users for more input and reciprocal questions, would help the teenagers engage for longer terms and increase the system's utility

    Standardising the design of educational computer reading programs for children.

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    Educationalists working in the sphere of special education, psychologists and software engineers continue to debate the efficacy of technology interfaces and the merits of information technology with regard to supporting learning in children with Autistic Spectrum Disorder (ASD), and the need to standardise software design for this group. This research argues that, for these children to optimise the use of this technology, it must be designed to meet the learning needs and characteristics of this condition, and so a design/development standard is needed. There is currently no instruction to aid educational professionals in choosing suitable computer programs that can be employed to support learning to read in children with ASD. The present research offers a rigorous comparative analysis of the multimedia conditions. A selection instruction (SI) was developed to facilitate the choice of appropriate computer programs for children with ASD, and forms part of the pilot study for this investigation, which was later modified and developed into an educational computer programs design standard. This SI serves as a set of guidelines that is intended to assist professionals and the parents/guardians of children with ASD in their search for good, useable programs that will assist in the acquisition of early reading skills by this group. This research advocates the development of effective computer programs based on individualistic considerations and the stringent application of Human Computer Interaction (HCI) principles in the design of multimedia computer technology for children with ASD. Two educational programs were employed in the investigation, and the data collection method included quantitative (pre-tests; a comparative study of children with ASD and typically developing children in videorecorded sessions, and post-tests) and qualitative (interviews, and an attitude questionnaire) methods. This approach was triangulated, thereby promoting the validity and rigour of the investigation. The present research concludes that, although there were recorded gains in the application of computer technology to teach new words to children with ASD, there were problems relating to the appropriateness and suitability of the programs for the children employed in this research, as detected during the interviews and from the attitude questionnaires, noting the need for autistic preferences in the design and development of these educational computer programs. This investigation offers a broader approach to the theoretical understanding and explanation of autistic learning styles, reading methodologies and issues relating to the design, development and usability of multimedia computer technology. Attention is drawn to the inadequacy of the existing technology and research into ASD and how the disorder affects learning in these children

    Neon Chalk: Designing Software to Support Drawing as Play for Children with Autism Spectrum Disorders

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    Neon Chalk is a prototype piece of software designed to support drawing as play, for children with Autism Spectrum Disorders (ASD). It incorporates a minimalist interface to reduce distraction while drawing, compelling colours and sound that are configurable for each user, and an interaction design that makes the stimulus reward outputted by the software contingent on input from the child drawing. The design and development of the Neon Chalk prototype has motivated and informed the assessment of user-centred data gathering techniques. Six children with ASD were involved in this research. The techniques used within this studied are evaluated based on their suitability of use with this challenging user population

    Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials

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    Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe

    Playful E-textile Sonic Interaction for Socially Engaged and Open-Ended Play Between Autistic Children

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    Research on the potential benefits of technology for autistic children is an emergent field in Human-Computer Interaction (HCI), especially within the Child-Computer Interaction Community. This thesis contributes a design approach grounded in theories of play, cognitive development, and autism to expand the discourse on methodological guidelines for performing empirical studies with non-verbal autistic children and to extend the design space to cater to the socio-emotional and sensory needs of this population. The thesis reveals how sonic e-textile Tangible User Interfaces (TUIs) can be used effectively to mediate children’s social participation in playful activities. This is demonstrated through developing three explorative field-studies conducted at a specialist school based in North-East London where two sonic e-textile playful TUIs, namely Mazi and Olly, have been created and tested with three groups of autistic children aged between 5-10. The three studies ran over the period of three years and were designed to investigate the potentials of TUIs as shareable toys during leisure and recreational activities to a) support social and playful interactions among peers and b) provide opportunities for self-regulation. The key contributions of this thesis are the designs of two tangible user interfaces, which offer a set of design approaches to guide researchers through creating shareable and playful tangibles for non-verbal autistic children; a framework for analysis and a thorough evaluation process that other researchers could use to assess the efficacy of playful TUI designs for nonverbal autistic children; and an in-depth discussion about the research process, which offers a new perspective about holistic designs and evaluation of technologies that aim to scaffold play in groups non-verbal autistic children

    The design principles of edutainment system for autistic children with communication difficulties

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    The number of children with autism is increasing worldwide. Children with autism face three major problems; socializing, communicating, and behaviour. Approximately 50% of all individuals with autism have difficulties in developing functional language owing to communication deterioration. Mobile devices with installed educational games help these individuals feel more comfortable and relaxed doing such activities. Although numerous mobile applications are available for individuals with autism, they are difficult to use; particularly in terms of user-interface design. This study analysed the existing apps in order to determine the design principles applicable to the Edutainment App being studied. Five applications were involved in this analysis. As outlined in the objectives of this study, identifying these design principles is important in designing the app. The analysis identified fifteen suggestions for the design principles. These suggestions addressed, simple interfaces; image size; number of pictures; home page icon; colour; having images identical to real life objects; the use of caregivers; navigation; password-protection; audio appropriate to the images; the app language used; evaluating parameters to measure the child’s growth; option for photo loading; PECS-based communication; and sentence pronunciation function. These recommendations are offered by this study towards designing and developing a prototype app for autistic children. This study introduces an edutainment-system design principle formulated to help develop the communication skills of children with autism-spectrum disorders. This study also describes the design, implementation, and evaluation of the ICanTalk app-a mobile edutainment app that can be used to improve users’ understanding and communication skills and help them to connect with society and the surrounding environment particularly for autistic children with communication difficulties. This app allows caregivers to create personalized content using pictures and audio on their mobile devices (tablets). The evaluation of the app by teachers suggests that it is useful and easy-to-use. In conclusion, based on the evaluation results, it is found that the ICanTalk app is effective in helping autistic children with communication difficultie
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