2,538 research outputs found

    Challenges Faced by Persons with Disabilities Using Self-Service Technologies

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    Foreseeable game changing solutions to SSTs will allow for better universal access by better implementing features that are easy and intuitive to use from the inception. Additional robotic advancements will allow for better and easier delivery of goods for consumers. Improvements to artificial intelligence will allow for better communication through natural language and alternative forms of communication. Furthermore, artificial intelligence will aid consumers at SSTs by remembering the consumers preferences and needs. With all foreseeable game changing solutions people with disabilities will be consulted when new and improved SSTs are being developed allowing for the SST to maximize its potential

    Human-powered smartphone assistance for blind people

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    Mobile devices are fundamental tools for inclusion and independence. Yet, there are still many open research issues in smartphone accessibility for blind people (Grussenmeyer and Folmer 2017). Currently, learning how to use a smartphone is non-trivial, especially when we consider that the need to learn new apps and accommodate to updates never ceases. When first transitioning from a basic feature-phone, people have to adapt to new paradigms of interaction. Where feature phones had a finite set of applications and functions, users can extend the possible functions and uses of a smartphone by installing new 3rd party applications. Moreover, the interconnectivity of these applications means that users can explore a seemingly endless set of workflows across applications. To that end, the fragmented nature of development on these devices results in users needing to create different mental models for each application. These characteristics make smartphone adoption a demanding task, as we found from our eight-week longitudinal study on smartphone adoption by blind people. We conducted multiple studies to characterize the smartphone challenges that blind people face, and found people often require synchronous, co-located assistance from family, peers, friends, and even strangers to overcome the different barriers they face. However, help is not always available, especially when we consider the disparity in each barrier, individual support network and current location. In this dissertation we investigated if and how in-context human-powered solutions can be leveraged to improve current smartphone accessibility and ease of use. Building on a comprehensive knowledge of the smartphone challenges faced and coping mechanisms employed by blind people, we explored how human-powered assistive technologies can facilitate use. The thesis of this dissertation is: Human-powered smartphone assistance by non-experts is effective and impacts perceptions of self-efficacy

    êł ë č읞의 í‚€ì˜€ìŠ€íŹ 접귌성 햄상을 위한 ìžê°„êł”í•™ ì—°ê”Ź

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    í•™ìœ„ë…ŒëŹž(ì„ì‚Ź) -- 서욞대학ꔐ대학원 : êł”êłŒëŒ€í•™ ì‚°ì—…êł”í•™êłŒ, 2022.2. 박우진.In this thesis, two independent experimental studies were conducted to improve self-service kiosk (SSK) accessibility for older adults. First, in an attempt to propose an optimal on-site training tutorial design, four training methods, which were the combinations of two medium types (paper, digital) and two instruction types (goals only, goals and actions), were compared. A between-subjects experimental study that comparatively evaluated the training effects of the four methods was conducted. In the second experimental study, the impacts of potential SSK design features, that is, side partitions, a back partition, and a chair, on perceived workloads and task performance of SSK users of different age groups were evaluated. As a result of the two studies, the dissertation research proposes design implications on training materials and public SSK design. The results from the two research studies would contribute to improving accessibility for older adults as well as enhancing the user experience (UX) of public SSK.ëłž ë…ŒëŹžì—ì„œëŠ” êł ë č읞의 í‚€ì˜€ìŠ€íŹ 접귌성 햄상을 위한 두 가지 방안을 êł ë €í•œë‹€. ìČ«ì§ž, êł ë č읞의 í‚€ì˜€ìŠ€íŹ ì‚Źìš© ë°©ëȕ 학슔 íššêłŒë„Œ ê·č대화하는 방안을 ëȘšìƒ‰í•˜êł ìž 각 두 ìą…ë„˜ì˜ ì •ëłŽ ì „ë‹Ź 맀ìČŽì™€ ì„€ëȘ… 방식의 ìĄ°í•©ìž 4개의 ì„œëĄœ 닀넞 튞레읎닝 ì„€êł„ì˜ 학슔 íššêłŒë„Œ ëč„ꔐ한닀. 플험자 간 ì„€êł„ ì‹€í—˜ìœŒëĄœ 4개의 튞레읎닝 ì„€êł„ì˜ íššêłŒë„Œ ëč„ꔐ 분석한닀. 둘짞, í‚€ì˜€ìŠ€íŹì— ì„€ìč˜ ê°€ëŠ„í•œ ì„€êł„ íŠč성 (ìąŒìš° ìčžë§‰ìŽ, ë’€ ìčžë§‰ìŽ, 의자)읎 í‚€ì˜€ìŠ€íŹ ì‚Źìš©ìžì˜ 작업 수행도와 작업부하에 믞ìč˜ëŠ” 영햄을 평가한닀. ê·ž êČ°êłŒ ëłž ë…ŒëŹžì—ì„œëŠ” êł ë č읞의 í‚€ì˜€ìŠ€íŹ 접귌성 햄상을 위한 íššêłŒì ìž 튞레읎닝을 ì„€êł„í•˜êž° 위핎서는 ì–Žë–€ ì •ëłŽ ì „ë‹Ź 맀ìČŽì™€ ì„€ëȘ… 방식을 선택핎알 하는지, êł”êł” í‚€ì˜€ìŠ€íŹì˜ 전반적읞 ì‚Źìš©ìž êČœí—˜ì„ 개선하Ʞ 위핎서는 ì–Žë–€ ì„€êł„ íŠč성을 ì„€ìč˜í•Žì•Œ 하는지에 대한 가읎드띌읞을 ì œêł”í•œë‹€.Abstract ii Contents iv List of Tables vii List of Figures viii Chapter 1 Introduction 1 1.1 Research Background 1 1.2 Research Objective and Questions 3 1.3 Structure of the Thesis 4 Chapter 2 Training Design for Helping Older Adults Use Public SSK 5 2.1 Introduction 5 2.2 Method 9 2.2.1 Participants 9 2.2.2 Experimental Procedure 9 2.2.3 Training Methods Design 11 2.2.4 Independent and Dependent Variables 14 2.2.5 Data Analyses 16 2.3 Results 17 2.3.1 General Training Effects 17 2.3.2 Training Method Effects 10 2.3.3 Training Time 21 2.4 Discussion 21 2.4.1 General Training Effects 22 2.4.2 Training Method Effects 23 2.4.3 Implications 26 Chapter 3 An Investigation of SSK Design: A Partition and Chair Effects on Perceived Workloads and Task Performance 29 3.1 Introduction 29 3.2 Method 35 3.2.1 Participants 35 3.2.2 Experimental Setup 36 3.2.3 Design Alternatives 36 3.2.4 Experimental Task 37 3.2.5 Experimental Procedure 38 3.2.6 Independent and Dependent Variables 40 3.2.7 Data Analyses 42 3.3 Results 43 3.3.1 General and Generalized Linear Model Analyses 43 3.3.1.1 Design Effects: Main and Interaction Effects on Design Variables 46 3.3.1.2 Age Group Differences in Design Effects 48 3.3.2 Comparison of Design Alternatives 50 3.3.3 Correlation Analyses 51 3.4 Discussion 53 3.4.1 Design Effects: Main and Interaction Effects of Design Variables 54 3.4.2 Age Group Differences in Design Effects 60 3.4.3 Correlation Analyses 63 3.4.4 Implications 64 Chapter 4 Conclusion 66 4.1 Summary and Implications 66 4.2 Future Research Directions 67 Bibliography 69 ê”­ëŹžìŽˆëĄ 82석

    The Role of Health Kiosks in 2009: Literature and Informant Review

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    Kiosks can provide patients with access to health systems in public locations, but with increasing home Internet access their usefulness is questioned. A literature and informant review identified kiosks used for taking medical histories, health promotion, self assessment, consumer feedback, patient registration, patient access to records, and remote consultations. Sited correctly with good interfaces, kiosks can be used by all demographics but many ‘projects’ have failed to become routine practice. A role remains for: (a) integrated kiosks as part of patient ‘flow’, (b) opportunistic kiosks to catch people’s attention. Both require clear ‘ownership’ to succeed

    Improving Family Involvement Through Dementia Education Using a Video Sharing Service

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    Dementia is a growing issue among healthcare organizations within the United States (U.S.) with approximately 5.7 million individuals diagnosed. These numbers of affected individuals are expected to increase and reach approximately 152 million by 2050 globally. Dementia is a progressive disease of cognitive loss. Establishing goals or items the patient can perform can have a positive impact on patient care by allowing for a collaborative approach and initiating the family as necessary participants in the care of the dementia patient. Video sharing services such as YouTube have made learning easily accessible for a multitude of varied reasons. A descriptive quality improvement project was undertaken to determine what type of dementia education is provided to families and patients, determine if family involvement for the patient diagnosed with dementia has the potential to continue in the long-term care setting by providing education via video sharing through YouTube technology, and determine if education via YouTube were available would the LTC support its use for patients and families. A survey consisting of fifteen questions using Google Forms was disbursed to fifteen different long-term care facilities in the counties of Labette and Montgomery in Kansas and Washington and Nowata in Oklahoma. A population size of 34 participants were utilized for the project. After the fourth week of survey availability, the data was collected and analyzed using Excel and Minitab. The results were able to demonstrate that fifty percent of the survey respondents indicated that dementia education would improve family involvement. Seventy-five percent indicated support for the delivery of dementia education. Lastly, over fifty percent of participants believe that the family’s participation could increase throughout the progression of dementia if education was provided

    Accessible Autonomy: Exploring Inclusive Autonomous Vehicle Design and Interaction for People who are Blind and Visually Impaired

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    Autonomous vehicles are poised to revolutionize independent travel for millions of people experiencing transportation-limiting visual impairments worldwide. However, the current trajectory of automotive technology is rife with roadblocks to accessible interaction and inclusion for this demographic. Inaccessible (visually dependent) interfaces and lack of information access throughout the trip are surmountable, yet nevertheless critical barriers to this potentially lifechanging technology. To address these challenges, the programmatic dissertation research presented here includes ten studies, three published papers, and three submitted papers in high impact outlets that together address accessibility across the complete trip of transportation. The first paper began with a thorough review of the fully autonomous vehicle (FAV) and blind and visually impaired (BVI) literature, as well as the underlying policy landscape. Results guided prejourney ridesharing needs among BVI users, which were addressed in paper two via a survey with (n=90) transit service drivers, interviews with (n=12) BVI users, and prototype design evaluations with (n=6) users, all contributing to the Autonomous Vehicle Assistant: an award-winning and accessible ridesharing app. A subsequent study with (n=12) users, presented in paper three, focused on prejourney mapping to provide critical information access in future FAVs. Accessible in-vehicle interactions were explored in the fourth paper through a survey with (n=187) BVI users. Results prioritized nonvisual information about the trip and indicated the importance of situational awareness. This effort informed the design and evaluation of an ultrasonic haptic HMI intended to promote situational awareness with (n=14) participants (paper five), leading to a novel gestural-audio interface with (n=23) users (paper six). Strong support from users across these studies suggested positive outcomes in pursuit of actionable situational awareness and control. Cumulative results from this dissertation research program represent, to our knowledge, the single most comprehensive approach to FAV BVI accessibility to date. By considering both pre-journey and in-vehicle accessibility, results pave the way for autonomous driving experiences that enable meaningful interaction for BVI users across the complete trip of transportation. This new mode of accessible travel is predicted to transform independent travel for millions of people with visual impairment, leading to increased independence, mobility, and quality of life

    Ease-of-Use of Tactile Interaction for Novice Older Adults

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    International audienceUsability, particularly ease-of-use, is a main factor affecting the acceptance of technologies by older adults. Mobile devices offer great possibilities for well-being applications, but they are often equipped with touchscreen. In order to evaluate the ease-of-use of tactile interaction, this study compares the performances of 16 novice (mean age 74) and 8 experienced older adults (mean 75) during the execution of drag-and-drop interaction for achieving tactile puzzle games on smartphone and tablet, with pen and fingers. Results show that novice users were able accomplish interaction accurately with longer times but no significant difference of errors of accuracy
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