699 research outputs found
Expressive haptics for enhanced usability of mobile interfaces in situations of impairments
Designing for situational awareness could lead to better solutions for
disabled people, likewise, exploring the needs of disabled people could lead to
innovations that can address situational impairments. This in turn can create
non-stigmatising assistive technology for disabled people from which eventually
everyone could benefit. In this paper, we investigate the potential for
advanced haptics to compliment the graphical user interface of mobile devices,
thereby enhancing user experiences of all people in some situations (e.g.
sunlight interfering with interaction) and visually impaired people. We explore
technical solutions to this problem space and demonstrate our justification for
a focus on the creation of kinaesthetic force feedback. We propose initial
design concepts and studies, with a view to co-create delightful and expressive
haptic interactions with potential users motivated by scenarios of situational
and permanent impairments.Comment: Presented at the CHI'19 Workshop: Addressing the Challenges of
Situationally-Induced Impairments and Disabilities in Mobile Interaction,
2019 (arXiv:1904.05382
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Ability-Based Design: Concept, Principles and Examples
Current approaches to accessible computing share a common goal of making technology accessible to users with disabilities. Perhaps because of this goal, they may also share a tendency to centralize disability rather than ability. We present a refinement to these approaches called ability-based design that consists of focusing on ability throughout the design process in an effort to create systems that leverage the full range of human potential. Just as user-centered design shifted the focus of interactive system design from systems to users, ability-based design attempts to shift the focus of accessible design from disability to ability. Although prior approaches to accessible computing may consider users’ abilities to some extent, ability-based design makes ability its central focus. We offer seven ability-based design principles and describe the projects that inspired their formulation. We also present a research agenda for ability-based design.Engineering and Applied Science
Rethinking access to address the digital divide in news
Professional project report submitted in partial fulfillment of the requirements for the degree of Masters of Arts in Journalism from the School of Journalism, University of Missouri--Columbia.U.S. citizens with disabilities are being denied their constitutional right to information because of barriers-to-access on news websites. Mainstream media organizations such as CNN, Fox News, NBC News, New York Times and USA Today aren't taking accessibility seriously. By prioritizing access, the media industry is treating impaired users like second-class citizens. In order for journalism to fulfill its responsibility in a democratic nation, the industry must adopt and prioritize Web accessibility.Includes bibliographic references
Overlapping Chat's Accessibility Requirements between students with and without disabilities due to the mobile limitations
Proceeding in: The 10th International Conference on Mobile Learning 2014.Took place 2014, 28 February, 2, March, in Madrid, Spain. The event Web site at http://mlearning-conf.org/oldconferences/2014/The use of Chats has been extended for mobile-learning (m-learning) environments in the last decade. Students and teachers can communicate in real time and they do not need to wait till their next tutoring date. However, Chats have many accessibility barriers and many students cannot use this collaborative tool. These accessibility barriers affect students with disabilities but students without disabilities can face the same accessibility problems too due to the restrictions and limitations of handheld devices. Previous studies have improved the accessibility of Chats for a specific environment or disabilities but none of them is focused on the limitations that students without disabilities can face when they are using Chats in handheld devices. This is the main aim of this research; specify how the Chats' accessible requirements have been elicited and analyze the benefits that obtained requirements can produce for people without disabilities in m-learning contexts.This research work has been partially supported by the MA2VICMR (S2009/TIC-1542) research projectPublicad
Nomadic input on mobile devices: the influence of touch input technique and walking speed on performance and offset modeling
In everyday life people use their mobile phones on-the-go with different walking speeds and with different touch input techniques. Unfortunately, much of the published research in mobile interaction does not quantify the influence of these variables. In this paper, we analyze the influence of walking speed, gait pattern and input techniques on commonly used performance parameters like error rate, accuracy and tapping speed, and we compare the results to the static condition. We examine the influence of these factors on the machine learned offset model used to correct user input and we make design recommendations. The results show that all performance parameters degraded when the subject started to move, for all input techniques. Index finger pointing techniques demonstrated overall better performance compared to thumb-pointing techniques. The influence of gait phase on tap event likelihood and accuracy was demonstrated for all input techniques and all walking speeds. Finally, it was shown that the offset model built on static data did not perform as well as models inferred from dynamic data, which indicates the speed-specific nature of the models. Also, models identified using specific input techniques did not perform well when tested in other conditions, demonstrating the limited validity of offset models to a particular input technique. The model was therefore calibrated using data recorded with the appropriate input technique, at 75% of preferred walking speed, which is the speed to which users spontaneously slow down when they use a mobile device and which presents a tradeoff between accuracy and usability. This led to an increase in accuracy compared to models built on static data. The error rate was reduced between 0.05% and 5.3% for landscape-based methods and between 5.3% and 11.9% for portrait-based methods
Addressing the Challenges of Situationally-Induced Impairments and Disabilities in Mobile Interaction
Situationally-induced impairments and disabilities (SIIDs) make it difficult for users of interactive computing systems to perform tasks due to context (e.g., listening to a phone call when in a noisy crowd) rather than a result of a congenital or acquired impairment (e.g., hearing damage). SIIDs are a great concern when considering the ubiquitousness of technology in a wide range of contexts. Considering our daily reliance on technology, and mobile technology in particular, it is increasingly important that we fully understand and model how SIIDs occur. Similarly, we must identify appropriate methods for sensing and adapting technology to reduce the effects of SIIDs. In this workshop, we will bring together researchers working on understanding, sensing, modelling, and adapting technologies to ameliorate the effects of SIIDs. This workshop will provide a venue to identify existing research gaps, new directions for future research, and opportunities for future collaboration
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