136 research outputs found

    The PISHI Concept: A Technique for Increasing Inclusion in the Design of Open-Source Assistive Technologies

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    This thesis addresses how to make Open-Source (OS) Assistive Technology (AT) more inclusive. The thesis employs a Research Through Design (RtD) methodology on a particular case study: the Switch Activated Writing System (SAWS) that is in transition to an Open-Source project (OSSAWS). Analysis of the literature reveals the potential to leverage persona representations into OS AT. This thesis includes three RtD iterations which focus on successive modifications of persona representations and markdown templating, converging on a final design concept called Persona Inclusion for open Source assistive tecHnology Innovation (PISHI). The PISHI concept centers on the representation of family-level dynamics, crucial in the AT domain and design innovation. The thesis develops persona representations for the users of OSSAWS following the PISHI Concept. This thesis presents a rationale for the generalizability of the PISHI concept, which will provide a crucial means for increasing inclusion in Open-Source (OS) Assistive Technology (AT)

    The PISHI Concept: A Technique for Increasing Inclusion in the Design of Open-Source Assistive Technologies

    Get PDF
    This thesis addresses how to make Open-Source (OS) Assistive Technology (AT) more inclusive. The thesis employs a Research Through Design (RtD) methodology on a particular case study: the Switch Activated Writing System (SAWS) that is in transition to an Open-Source project (OSSAWS). Analysis of the literature reveals the potential to leverage persona representations into OS AT. This thesis includes three RtD iterations which focus on successive modifications of persona representations and markdown templating, converging on a final design concept called Persona Inclusion for open Source assistive tecHnology Innovation (PISHI). The PISHI concept centers on the representation of family-level dynamics, crucial in the AT domain and design innovation. The thesis develops persona representations for the users of OSSAWS following the PISHI Concept. This thesis presents a rationale for the generalizability of the PISHI concept, which will provide a crucial means for increasing inclusion in Open-Source (OS) Assistive Technology (AT)

    The configuration and experience mapping of an accessible VR environment for effective design reviews

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    This paper presents a new VR interaction environment for the evaluation of digital prototypes, specifically in designer-client review sessions, and documents its implementation via experience mapping. Usability of VR controllers and basic manipulation remains a barrier for lay users, and a range of typical implementations are reviewed, highlighting the need for an easily accessible interface for this setting. The resulting interface configuration – the Control Carousel – demonstrates how the appropriate use of familiar mechanisms can increase VR accessibility. Three case studies using the Carousel in commercial design projects are described, and the subsequent interface refinements outlined. Finally, the development of an experience map describing the logistical, interactive and emotive factors affecting the Carousel’s implementation, is documented. This provides insights on how experience mapping can be used as part of a human-centred design process to ensure VR environments are attuned to the requirements of users, in this instance delivering improved collaborative reviews

    MONUMENTAL-IT: A \u27ROBOTIC-WIKI\u27 MONUMENT FOR EMBODIED INTERACTION IN THE INFORMATION WORLD

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    ABSTRACT Conventional monuments are concrete manifestations of memories without the capacity to reflect individual interpretations of history. In an increasingly digital society, however, there is a need for configurable monuments reflecting our contemporary, open and complex community. “Monumental-IT” reflects the dynamic and inclusive character of our time. Rather than static, Monumental-IT is a dynamic, robotic, intelligent environment reconfigured or “retuned” by citizens and by historical information accumulating on the World Wide Web. This information is periodically “coded,” altering the multi-sensorial physical-digital “Robotic-Wiki” components of Monumental-IT. Monumental-IT is designed to embody a new form of human-robotic interaction evolving from the monument typology. This research is a response to three questions: What is the monument for a world that is increasingly digital and \u27free\u27?; How can intelligent systems \u27creatively\u27 reconcile current conceptualizations of history with monument‐making?; and, What role can intelligent systems and Human Centered Computing (HCC) play in creating significant, meaningful, physical, urban places for collective memories?. This research involves designing, prototyping, and empirically evaluating Monumental-IT. The research employs a mixed-methodological research design which includes: quasi-experimental design, usability, heuristic evaluations, and cognitive walkthroughs as its research methods; and multivariate statistics to validate significance and usability with real users and experts in the domain fields of \u27architectural-robotics\u27 and human factors psychology. Results strongly suggest that the four distinct configurations of the robotic, multi-sensorial Monumental-IT evoke four distinct emotions in users. As well, users interacting with the Monumental-IT prototype evaluate the design as strongly aiding their recollection of human events (here, the history of slavery in the testbed, Charleston, South Carolina, USA). Finally, users overwhelmingly evaluated the Monumental-IT design to be more apt for our increasingly digital society than conventional monument design. Key contributions are: the identification of metrics for evaluating complex digital-physical environments; the advancement of human-robotic interaction via environmental-scaled robotics and multi-sensorial features (colors, sounds and motions); and, the conceptualization of the monument as a cybernetic system

    Interactive Machine Learning for User-Innovation Toolkits – An Action Design Research approach

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    Machine learning offers great potential to developers and end users in the creative industries. However, to better support creative software developers' needs and empower them as machine learning users and innovators, the usability of and developer experience with machine learning tools must be considered and better understood. This thesis asks the following research questions: How can we apply a user-centred approach to the design of developer tools for rapid prototyping with Interactive Machine Learning? In what ways can we design better developer tools to accelerate and broaden innovation with machine learning? This thesis presents a three-year longitudinal action research study that I undertook within a multi-institutional consortium leading the EU H2020 -funded Innovation Action RAPID-MIX. The scope of the research presented here was the application of a user-centred approach to the design and evaluation of developer tools for rapid prototyping and product development with machine learning. This thesis presents my work in collaboration with other members of RAPID-MIX, including design and deployment of a user-centred methodology for the project, interventions for gathering requirements with RAPID-MIX consortium stakeholders and end users, and prototyping, development and evaluation of a software development toolkit for interactive machine learning. This thesis contributes with new understanding about the consequences and implications of a user-centred approach to the design and evaluation of developer tools for rapid prototyping of interactive machine learning systems. This includes 1) new understanding about the goals, needs, expectations, and challenges facing creative machine-learning non-expert developers and 2) an evaluation of the usability and design trade-offs of a toolkit for rapid prototyping with interactive machine learning. This thesis also contributes with 3) a methods framework of User-Centred Design Actions for harmonising User-Centred Design with Action Research and supporting the collaboration between action researchers and practitioners working in rapid innovation actions, and 4) recommendations for applying Action Research and User-Centred Design in similar contexts and scale
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