22 research outputs found

    Towards Design Theory for Accessible IT Artefacts

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    Accessibility in the use of information technology (IT) artefacts, such as websites, applications, and user interfaces, means that they are designed in such a way that people with the broadest range of abilities can use them. However, although accessibility is a human right, IT artefacts often remain inaccessible. Aside from the available accessibility guidelines, we need sufficient design theories that explicitly state how accessibility should be addressed and designed to develop accessible IT artefacts for all users. This dissertation summarises four articles that address this problem. These studies are conducted with qualitative approaches that include a narrative literature review, a systematic literature review and a design science method comprising a participatory design and interviews. The first article develops an explaining theory of accessibility to gain an understanding of the construct of accessibility, showing possible variables of human abilities, tasks and contexts and their relationships in IT use. The second article illustrates the factors in management, development, user, and IT artefact features, including the roles and actions that these domains have and how they affect the realisation of accessibility. The other two articles contribute to accessibility guidance to improve and support content creators’ text production and writing process of accessible online text in the web context. The dissertation underscores three key determinants of the knowledge of accessibility: (1) assumptions of users’ abilities; (2) users’ actual needs; and (3) factors in the development chain. The foregoing factors contribute to the knowledge of accessibility and would help researchers, particularly design scientists, form prescriptive knowledge for practitioners to achieve accessible IT artefacts. Thus, researchers could better identify the variables, relationships and affecting factors in human abilities, management, development, content creation, tasks, and contexts that need to be addressed when designing IT artefacts for certain tasks and use contexts.Informaatioteknologia-artefaktien (IT-artefaktien), kuten verkkosivustojen, sovellusten ja käyttöliittymien saavutettavuus tarkoittaa sitä, että ihmiset erilaisine ominaisuuksineen ja kykyineen voivat käyttää niitä. Vaikka saavutettavuus on ihmisoikeus, IT-artefaktit eivät kuitenkaan ole aina saavutettavia. Käytettävissä olevista saavutettavuusohjeista huolimatta tarvitsemme suunnitteluteorioita, jotka ohjaavat IT-artefaktien suunnittelua, jotta niistä tulisi saavutettavia kaikille IT-artefaktin käyttäjille. Tämä väitöskirja on yhteenveto neljästä artikkelista, jotka käsittelevät tätä ongelmaa. Tutkimukset ovat tehty laadullisilla menetelmillä, joihin on sisältynyt narratiivinen kirjallisuuskatsaus, systemaattinen kirjallisuuskatsaus sekä suunnittelutieteellinen menetelmä sisältäen osallistavan suunnittelun ja haastattelut. Ensimmäisessä artikkelissa kehitetään kuvaileva saavutettavuuden teoria, jolla saadaan käsitys saavutettavuuden rakenteesta ja joka näyttää mahdolliset muuttujat ihmisen kyvyissä, tehtävissä ja konteksteissa, sekä niiden väliset suhteet. Toinen artikkeli kuvaa saavutettavuuteen vaikuttavia tekijöitä johtamisen, kehityksen, käyttäjän ja IT-artefaktin ominaisuuksien näkökulmista, mukaan lukien roolit ja toimenpiteet, joita näillä kohteilla on. Kaksi muuta artikkelia kehittävät ohjeistuksen sisällöntuottajien työn tueksi saavutettavan verkkotekstin tuottamiseksi. Väitöskirjassa esitetään kolme ratkaisevaa tekijää saavutettavuuden tietämyksessä: (1) olettamukset käyttäjien kyvyistä (2) käyttäjien todelliset tarpeet ja (3) tekijät kehitysketjussa. Näiden tekijöiden tuntemus auttaa erityisesti suunnittelutieteilijöitä muodostamaan ohjaavaa tietoa ammattilaisille saavutettavien IT-artefaktien saavuttamiseksi. Täten tutkijat voivat paremmin tunnistaa muuttujat, niiden väliset suhteet ja saavutettavuuteen vaikuttavat tekijät, jotka liittyvät käyttäjän kykyihin, johtamiseen, kehittämiseen, sisällöntuottamiseen, tehtäviin ja kontekstiin, kun IT-artefaktia suunnitellaan tiettyä tehtävää ja käyttökontekstia varten.fi=vertaisarvioitu|en=peerReviewed

    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

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    The Redundant City: A Multi-Site Enquiry into Urban Narratives of Conflict and Change

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    Dynamic processes and conflicts are at the core of the urban condition. Against the background of continuous change in cities, concepts and assumptions about spatial transformations have to be constantly re-examined and revised. The author explores the rich body of narrative knowledge in architecture and urbanism and confronts this knowledge with an empirically grounded situational analysis of a large housing estate. The outcome of this twofold research approach is the sensitising concept of the Redundant City. It describes a specific form of collectively negotiated urban change

    Pedagogical artifacts in teacher-initiated response pursuits: a conversation analytic study of interaction in the French foreign language classroom

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    Using Conversation Analysis (CA), this dissertation explores teachers' use of two pedagogical artifacts, specifically chalkboards and PowerPoint slides, in French foreign language classrooms. Based on a corpus of 29 hours of university-level French foreign language classes, the analyses provide an emic account of how teachers employ pedagogical artifacts in the course of teacher-initiated response pursuits situated in the sequential context of the triadic dialogue. The analyses investigate whether and how teachers and students orient to these artifacts as interactionally relevant resources for interaction and instruction. Chapter 1 (Introduction) discusses the aims and relevance of the present study and presents the methodological framework of CA within which the study was conducted. It also describes the CA procedures used to collect and analyze the data. Chapter 2 (Literature Review) reviews CA studies of everyday and institutional interaction with a focus on response pursuits, the sequential context of the triadic dialogue, multimodality, and pedagogical artifacts in classroom interaction. The first analytical chapter of this dissertation (Chapter 3) examines how teachers construct and manage the display of student responses to teacher questions upon chalkboards and PowerPoint slides. The analyses also illustrate how teachers invoke the relevance of these pedagogical artifacts through their embodied actions and their verbal turns-at-talk. They show how teachers' physical orientations to the chalkboard, or to the keyboard in cases of PowerPoint use, shift in response to the pedagogical fittedness of students' second turn responses. These practices contribute to the assessment of student responses and either mark their suitability, or prompt students to self-correct errors in their responses. The second analytical chapter of this dissertation (Chapter 4) examines teachers' pointing and writing gestures that, when held and retracted, invoke the relevance of pedagogical artifacts in teacher-initiated response pursuits. The analyses indicate that verbal and embodied orientations to pedagogical artifacts also constitute resources available to teachers for allocating turns to students and eliciting their production of pedagogically relevant forms. Overall, the analyses of Chapters 3 and 4 illustrate the interactional relevance of pedagogical artifacts for both teachers and students as participants of classroom interaction. Chapter 5 (Conclusion) summarizes the findings of the dissertation and discusses the resulting methodological and pedagogical implications. This chapter discusses the demonstrable importance of pedagogical artifacts for maintaining intersubjectivity, negotiating participatory roles, and accomplishing instructional objectives in teacher-initiated pursuits of student responses in the foreign language classroom. This chapter also discusses and compares the sequential environments in which chalkboards and PowerPoint slides are deployed. The chapter further provides insights into the different ways in which these pedagogical artifacts influence the unfolding of discourse, and thus student participation, in the context of foreign language classroom interaction

    The Redundant City

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    Dynamic processes and conflicts are at the core of the urban condition. Against the background of continuous change in cities, concepts and assumptions about spatial transformations have to be constantly re-examined and revised. Norbert Kling explores the rich body of narrative knowledge in architecture and urbanism and confronts this knowledge with an empirically grounded situational analysis of a large housing estate. The outcome of this twofold research approach is the sensitising concept of the Redundant City. It describes a specific form of collectively negotiated urban change
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