2,520 research outputs found

    Learning to drag: the effects of social interactions in touch gestures learnability for older adults

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    Considering the potential physical limitations of older adults, the naturalness of touch-based gestures as an interaction method is questionable. Assuming touch-based gestures are natural, they should be highly learnable and amenable to enhancement through social interactions. To investigate whether social interactions can enhance the learnability of touch gestures for older adults with low digital literacy, we conducted a study with 42 technology- naïve participants aged 64 to 82. They were paired and encouraged to play two games on an interactive tabletop with the expectation to use the drag gesture to complete the games socially. We then compared these results with a previous study of technology–naïve older adults playing the same games individually. The results of the comparisons show that dyadic interactions had some benefits for the participants in helping them to become comfortable with the drag gesture by negotiation and imitation. Further qualitative analysis suggested that playing pairs generally helped learners to comfortably explore the digital environment using the newly acquired skill

    Investigando Natural User Interfaces (NUIs) : tecnologias e interação em contexto de acessibilidade

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    Orientador: Maria Cecília Calani BaranauskasTese (doutorado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Natural User Interfaces (NUIs) representam um novo paradigma de interação, com a promessa de ser mais intuitivo e fácil de usar do que seu antecessor, que utiliza mouse e teclado. Em um contexto no qual as tecnologias estão cada vez mais invisíveis e pervasivas, não só a quantidade mas também a diversidade de pessoas que participam deste contexto é crescente. Nesse caso, é preciso estudar como esse novo paradigma de interação de fato consegue ser acessível a todas as pessoas que podem utilizá-lo no dia-a-dia. Ademais, é preciso também caracterizar o paradigma em si, para entender o que o torna, de fato, natural. Portanto, nesta tese apresentamos o caminho que percorremos em busca dessas duas respostas: como caracterizar NUIs, no atual contexto tecnológico, e como tornar NUIs acessíveis para todos. Para tanto, primeiro apresentamos uma revisão sistemática de literatura com o estado da arte. Depois, mostramos um conjunto de heurísticas para o design e a avaliação de NUIs, que foram aplicadas em estudos de caso práticos. Em seguida, estruturamos as ideias desta pesquisa dentro dos artefatos da Semiótica Organizacional, e obtivemos esclarecimentos sobre como fazer o design de NUIs com Acessibilidade, seja por meio de Design Universal, seja para propor Tecnologias Assistivas. Depois, apresentamos três estudos de caso com sistemas NUI cujo design foi feito por nós. A partir desses estudos de caso, expandimos nosso referencial teórico e conseguimos, por fim, encontrar três elementos que resumem a nossa caracterização de NUI: diferenças, affordances e enaçãoAbstract: Natural User Interfaces (NUIs) represent a new interaction paradigm, with the promise of being more intuitive and easy to use than its predecessor, that utilizes mouse and keyboard. In a context where technology is becoming each time more invisible and pervasive, not only the amount but also the diversity of people who participate in this context is increasing. In this case, it must be studied how this new interaction paradigm can, in fact, be accessible to all the people who may use it on their daily routine. Furthermore, it is also necessary to characterize the paradigm itself, to understand what makes it, in fact, natural. Therefore, in this thesis we present the path we took in search of these two answers: how to characterize NUIs in the current technological context, and how to make NUIs accessible to all. To do so, first we present a systematic literature review with the state of the art. Then, we show a set of heuristics for the design and evaluation of NUIs, which were applied in practical study cases. Afterwards, we structure the ideas of this research into the Organizational Semiotics artifacts, and we obtain insights into how to design NUIs with Accessibility, be it through Universal Design, be it to propose Assistive Technologies. Then, we present three case studies with NUI systems which we designed. From these case studies, we expanded our theoretical references were able to, finally, find three elements that sum up our characterization of NUI: differences, affordances and enactionDoutoradoCiência da ComputaçãoDoutora em Ciência da Computação160911/2015-0CAPESCNP

    Ageing Futures: Towards Cognitively Inclusive Digital Media Products

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    This thesis is situated in a moment when the theory and practice of inclusive design appears to be significantly implicated in the social and economic response to demographic changes in Western Europe by addressing the need to reconnect older people with technology. In light of claims that cognitive ageing results in an increasing disconnection from novel digital media in old age, inclusive design is apparently trapped in a discourse in which digital media products and interfaces are designed as a response to a deterministic decline in abilities. The thesis proceeds from this context to ask what intellectual moves are required within the discourses of inclusive design so that its community of theorists and practitioners can both comprehend and afford the enaction of cognitive experience in old age? Whilst influential design scholarship actively disregards reductionist cognitive explanations of human and technological relationships, it appears that inclusive design still requires an explanation of temporal changes to human cognition in later life. Whilst there is a burgeoning area of design related research dealing with this issue—an area this thesis defines as ‘cognitively inclusive design’—the underlying assumptions and claims supporting this body of research suggests its theorists and practitioners are struggling to move beyond conceptualising older people as passive consumers suffering a deterioration in key cognitive abilities. The thesis argues that, by revisiting the cognitive sciences for alternative explanations for the basis of human cognition, it is possible to relieve this problem by opening up new spaces for designers to critically reflect upon the manner in which older people interact with digital media. In taking a position that design is required to support human cognitive enactment, the thesis develops a new approach to conceptualising temporal changes in human cognition, defined as ‘senescent cognition’. From this new critical lens, the thesis provides an alternative ‘senescentechnic’ explanation of cognitive disconnections between older people and digital media that eschews reductionism and moves beyond a deterministic process of deterioration. In reassessing what ageing cognition means, new strategies for the future of inclusive design are proposed that emphasise the role of creating space for older people to actively explore, reflect upon and enact their own cognitive couplings with technology.Arts and Humanities Research Counci

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    Theories of memory and the problems of development : activity, growth, and knowledge

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    To appear in F.I.M. Craik & L. Cermak (eds.), Levels of processing and memoryBibliography: leaves 38-4

    Directional adposition use in English, Swedish and Finnish

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    Directional adpositions such as to the left of describe where a Figure is in relation to a Ground. English and Swedish directional adpositions refer to the location of a Figure in relation to a Ground, whether both are static or in motion. In contrast, the Finnish directional adpositions edellä (in front of) and jäljessä (behind) solely describe the location of a moving Figure in relation to a moving Ground (Nikanne, 2003). When using directional adpositions, a frame of reference must be assumed for interpreting the meaning of directional adpositions. For example, the meaning of to the left of in English can be based on a relative (speaker or listener based) reference frame or an intrinsic (object based) reference frame (Levinson, 1996). When a Figure and a Ground are both in motion, it is possible for a Figure to be described as being behind or in front of the Ground, even if neither have intrinsic features. As shown by Walker (in preparation), there are good reasons to assume that in the latter case a motion based reference frame is involved. This means that if Finnish speakers would use edellä (in front of) and jäljessä (behind) more frequently in situations where both the Figure and Ground are in motion, a difference in reference frame use between Finnish on one hand and English and Swedish on the other could be expected. We asked native English, Swedish and Finnish speakers’ to select adpositions from a language specific list to describe the location of a Figure relative to a Ground when both were shown to be moving on a computer screen. We were interested in any differences between Finnish, English and Swedish speakers. All languages showed a predominant use of directional spatial adpositions referring to the lexical concepts TO THE LEFT OF, TO THE RIGHT OF, ABOVE and BELOW. There were no differences between the languages in directional adpositions use or reference frame use, including reference frame use based on motion. We conclude that despite differences in the grammars of the languages involved, and potential differences in reference frame system use, the three languages investigated encode Figure location in relation to Ground location in a similar way when both are in motion. Levinson, S. C. (1996). Frames of reference and Molyneux’s question: Crosslingiuistic evidence. In P. Bloom, M.A. Peterson, L. Nadel & M.F. Garrett (Eds.) Language and Space (pp.109-170). Massachusetts: MIT Press. Nikanne, U. (2003). How Finnish postpositions see the axis system. In E. van der Zee & J. Slack (Eds.), Representing direction in language and space. Oxford, UK: Oxford University Press. Walker, C. (in preparation). Motion encoding in language, the use of spatial locatives in a motion context. Unpublished doctoral dissertation, University of Lincoln, Lincoln. United Kingdo

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities
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