141,186 research outputs found

    Culture-based artefacts to inform ICT design: foundations and practice

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    Cultural aspects frame our perception of the world and direct the many different ways people interact with things in it. For this reason, these aspects should be considered when designing technology with the purpose to positively impact people in a community. In this paper, we revisit the foundations of culture aiming to bring this concept in dialogue with design. To inform design with cultural aspects, we model reality in three levels of formality: informal, formal, and technical, and subscribe to a systemic vision that considers the technical solution as part of a more complex social system in which people live and interact. In this paper, we instantiate this theoretical and methodological view by presenting two case studies of technology design in which culture-based artefacts were employed to inform the design process. We claim that as important as including issues related to culture in the ICT design agenda—from the conception to the development, evaluation, and adoption of a technology—is the need to support the design process with adequate artefacts that help identifying cultural aspects within communities and translating them into sociotechnical requirements. We argue that a culturally informed perspective on design can go beyond an informative analysis, and can be integrated with the theoretical and methodological framework used to support design, throughout the entire design process

    Include 2011 : The role of inclusive design in making social innovation happen.

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    Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation

    Dynamics Governing Women's Decision on Reproductive Health Matters: Reflections from a Qualitative Study in Central India

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    One of the major challenges of Reproductive and Child Health Programme in India is addressing the barriers in communication and improve dialogue between diverse stakeholders, particularly women in the community. Through a qualitative study conducted in one of the rural districts of India, it was attempted to understand the factors affecting women's decision-making process. It is observed that most of the factors are affected by strong intrinsic environment and hence it becomes important for programme managers to understand the environment first in order to design an acceptable and effective communication strategy. In this study, knowledge, tradition, stigma and accessibility of services are identified as the key primary factors affecting decision making of women in the community, particularly on their health related issues. These in turn are governed by various supporting factors. Finally, it is observed that communication strategies can achieve their desired objective only when the local intrinsic environment is taken into cognisance

    The Summit on Creativity and Aging in America

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    This report looks at how the federal government can leverage the arts to foster healthy aging and inclusive design for this growing population. This white paper features recommendations from the May 2015 Summit on Creativity and Aging in America, a convening of more than 70 experts hosted by the National Endowment for the Arts and the National Center for Creative Aging. The paper highlights recommendations on healthy aging, lifelong learning in the arts, and age-friendly community design. The summit was a precursor to the 2015 White House Conference on Aging, which addressed four major issues: retirement security, long-term services and supports, healthy aging, and elder abuse

    Issues in conducting expert validation and review and user evaluation of the technology enhanced interaction framework and method

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    A Technology Enhanced Interaction Framework has been developed to support designers and developers design and develop technology enhanced interactions for complex scenarios involving disabled people. Issues of motivation, time, and understanding when validating and evaluating the Technology Enhanced Interaction Framework were identified through a literature review and questionnaires and interviews with experts. Changes to content, system, and approach were made in order to address the identified issues. Future work will involve detailed analysis of the expert review and validation findings and the implementation of a motivating approach to user evaluation

    Promoting game accessibility: Experiencing an induction on inclusive design practice at the global games jam

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    Copyright @ 2013 The AuthorsThe Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for learning. This provides an opening to promote themes and ideas that could help form future thinking about games design, emerging as a form of induction on key design issues for new practitioners. Such an approach aims to raise awareness about issues which learners could help develop and take with them into industry. However, the experience itself affords a deep experiential rhetoric and dialogue with experts that could be an effective pedagogical tool for issues seldom addressed deeply in formal educational settings. This paper describes an account by one such individual, being introduced to game accessibility through participation in the GGJ. As such, it is not intended as a rigorous empirical analysis, but rather a perspective on one way a game jam can be experienced, inviting further research on the topic

    Weaving Lighthouses and Stitching Stories: Blind and Visually Impaired People Designing E-textiles

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    We describe our experience of working with blind and visually impaired people to create interactive art objects that are personal to them, through a participatory making process using electronic textiles (e-textiles) and hands-on crafting techniques. The research addresses both the practical considerations about how to structure hands-on making workshops in a way which is accessible to participants of varying experience and abilities, and how effective the approach was in enabling participants to tell their own stories and feel in control of the design and making process. The results of our analysis is the offering of insights in how to run e-textile making sessions in such a way for them to be more accessible and inclusive to a wider community of participants
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