105 research outputs found

    BendableSound: An Elastic Multisensory Surface Using Touch-based interactions to Assist Children with Severe Autism During Music Therapy

    Get PDF
    Neurological Music Therapy uses live music to improve the sensorimotor regulation of children with severe autism. However, they often lack musical training and their impairments limit their interactions with musical instruments. In this paper, we present our co-design work that led to the BendableSound prototype: an elastic multisensory surface encouraging users to practice coordination movements when touching a fabric to play sounds. We present the results of a formative study conducted with 18 teachers showing BendableSound was perceived as “usable” and “attractive”. Then, we present a deployment study with 24 children with severe autism showing BendableSound is “easy to use” and may potentially have therapeutic benefits regarding attention and motor development. We propose a set of design insights that could guide the design of natural user interfaces, particularly elastic multisensory surfaces. We close with a discussion and directions for future work

    Software Usability

    Get PDF
    This volume delivers a collection of high-quality contributions to help broaden developers’ and non-developers’ minds alike when it comes to considering software usability. It presents novel research and experiences and disseminates new ideas accessible to people who might not be software makers but who are undoubtedly software users

    Playful User Interfaces:Interfaces that Invite Social and Physical Interaction

    Get PDF

    The Design Process and Usability Assessment of an Exergame System to Facilitate Strength for Task Training for Lower Limb Stroke Rehabilitation

    Get PDF
    Successful stroke rehabilitation relies on early, long-term, repetitive and intensive treatment, which is rarely adhered to by patients. Exergames can increase patients’ engagement with their therapy. Marketed exergaming systems for lower limb rehabilitation are hard to find and, none yet, facilitate Strength for Task Training (STT), a novel physiotherapeutic method for stroke rehabilitation. STT involves performing brief but intensive strength training (priming) prior to task-specific training to promote neural plasticity and maximize the gains in locomotor ability. This research investigates how the design of an exergame system (game and game controller) for lower limb stroke rehabilitation can facilitate unsupervised STT and therefore allow stroke patients to care for their own health. The findings suggest that specific elements of STT can be incorporated in an exergame system. Barriers to use can be reduced through considering the diverse physiological and cognitive abilities of patients and aesthetic consideration can help create a meaningful system than promotes its use in the home. The semantics of form and movement play an essential role for stroke patients to be able to carry out their exercises

    Proceedings of the 9th international conference on disability, virtual reality and associated technologies (ICDVRAT 2012)

    Get PDF
    The proceedings of the conferenc

    Playful E-textile Sonic Interaction for Socially Engaged and Open-Ended Play Between Autistic Children

    Get PDF
    Research on the potential benefits of technology for autistic children is an emergent field in Human-Computer Interaction (HCI), especially within the Child-Computer Interaction Community. This thesis contributes a design approach grounded in theories of play, cognitive development, and autism to expand the discourse on methodological guidelines for performing empirical studies with non-verbal autistic children and to extend the design space to cater to the socio-emotional and sensory needs of this population. The thesis reveals how sonic e-textile Tangible User Interfaces (TUIs) can be used effectively to mediate children’s social participation in playful activities. This is demonstrated through developing three explorative field-studies conducted at a specialist school based in North-East London where two sonic e-textile playful TUIs, namely Mazi and Olly, have been created and tested with three groups of autistic children aged between 5-10. The three studies ran over the period of three years and were designed to investigate the potentials of TUIs as shareable toys during leisure and recreational activities to a) support social and playful interactions among peers and b) provide opportunities for self-regulation. The key contributions of this thesis are the designs of two tangible user interfaces, which offer a set of design approaches to guide researchers through creating shareable and playful tangibles for non-verbal autistic children; a framework for analysis and a thorough evaluation process that other researchers could use to assess the efficacy of playful TUI designs for nonverbal autistic children; and an in-depth discussion about the research process, which offers a new perspective about holistic designs and evaluation of technologies that aim to scaffold play in groups non-verbal autistic children

    DESIGN AND EVALUATION OF A NONVERBAL COMMUNICATION PLATFORM BETWEEN ASSISTIVE ROBOTS AND THEIR USERS

    Get PDF
    Assistive robotics will become integral to the everyday lives of a human population that is increasingly mobile, older, urban-centric and networked. The overwhelming demands on healthcare delivery alone will compel the adoption of assistive robotics. How will we communicate with such robots, and how will they communicate with us? This research makes the case for a relatively \u27artificial\u27 mode of nonverbal human-robot communication that is non-disruptive, non-competitive, and non-invasive human-robot communication that we envision will be willingly invited into our private and working lives over time. This research proposes a non-verbal communication (NVC) platform be conveyed by familiar lights and sounds, and elaborated here are experiments with our NVC platform in a rehabilitation hospital. This NVC is embedded into the Assistive Robotic Table (ART), developed within our lab, that supports the well-being of an expanding population of older adults and those with limited mobility. The broader aim of this research is to afford people robot-assistants that exist and interact with them in the recesses, rather than in the foreground, of their intimate and social lives. With support from our larger research team, I designed and evaluated several alternative modes of nonverbal robot communication with the objective of establishing a nonverbal, human-robot communication loop that evolves with users and can be modified by users. The study was conducted with 10-13 clinicians -- doctors and occupational, physical, and speech therapists -- at a local rehabilitation hospital through three iterative design and evaluation phases and a final usability study session. For our test case at a rehabilitation hospital, medical staff iteratively refined our NVC platform, stated a willingness to use our platform, and declared NVC as a desirable research path. In addition, these clinicians provided the requirements for human-robot interaction (HRI) in clinical settings, suggesting great promise for our mode of human-robot communication for this and other applications and environments involving intimate HRI
    • …
    corecore