17,980 research outputs found
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Multimodal and ubiquitous computing systems: supporting independent-living older users
We document the rationale and design of a multimodal interface to a pervasive/ubiquitous computing system that supports independent living by older people in their own homes. The Millennium Home system involves fitting a residentâs home with sensors â these sensors can be used to trigger sequences of interaction with the resident to warn them about dangerous events, or to check if they need external help. We draw lessons from the design process and conclude the paper with implications for the design of multimodal interfaces to ubiquitous systems developed for the elderly and in healthcare, as well as for more general ubiquitous computing applications
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Investigating familiar interfaces to help older adults learn computer applications more easily
Many older adults wish to gain competence in using a computer, but many application interfaces are perceived as complex and difficult to use, deterring potential users from investing the time to learn them. Hence, this study looks at the potential of âfamiliarâ interface design which builds upon usersâ knowledge of real world interactions, and applies existing skills to a new domain. Tools are provided in the form of familiar visual objects, and manipulated like real-world counterparts, rather than with buttons, icons and menus found in classic WIMP interfaces.
This paper describes the formative evaluation of computer interactions that are based upon familiar real world tasks, which supports multitouch interaction, involves few buttons and icons, no menus, no right-clicks or double-clicks and no dialogs. Using an example of an email client to test the principles of using âfamiliarityâ, the initial feedback was very encouraging, with 3 of the 4 participants being able to undertake some of the basic email tasks with no prior training and little or no help. The feedback has informed a number of refinements of the design principles, such as providing clearer affordance for visual objects. A full study is currently underway
Wheelchair-based game design for older adults
Few leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older adults. In our work, we address the design of wheelchair-accessible motion-based games. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games, and Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs. Results of two studies show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage older adults. Through the application of the wheelchair as an enabling technology in play, our work has the potential of encouraging older adults to develop a positive relationship with their wheelchair. Copyright 2013 ACM
Upcycling textiles: adding value through design
The TED/AHRC funded Worn Again project (2005 â 2010) asked twelve designers to create recycled textile products that would have value added to them in the course of recirculation. All the research questions were concerned with exploring new approaches to the recycling of textiles; designing and producing artefacts with strong aesthetic appeal that were contemporary and innovative, and that had improved eco credentials. The project intended to explore both the âhardâ and âsoftâ aspects of eco textile design, with the established principles of material and processes being considered, but also the technical and conceptual ideas. This paper reflects upon: the research questions; the research methodologies utilised and developed; and the concepts that were developed by the designers in order to arrive at a definition of the upcycling of textiles, and a set of guiding principles for best practice. The paper concludes with visions for future practice, including the Twice Upcycled work which explores forward recycling concepts for the polyester economy.
The research questions were:
âąEthical Production - How can designers work with ethical production values and systems to create a recycled textile product?
âąTechnology - How can new engineering technologies be used to create recycled textile products?
âąLong Life / Short Life, or âFastâ and âSlowâ Textiles - How can recycled materials help lengthen and shorten the life of a textile product thereby promoting resource efficiency?
âąDesign Systems and Services - How can new systems and services around textile recycling and recycled products be designed and implemented?
âąMultifunction and Detachability â How can designers design textiles and textile products that have multiple uses and detachable elements, thereby promoting resource efficiency and product longevity?
âąDesign Activism â How can textile designers redefine and extend their role within the design community and consumer society?
The outcomes for the project included textile product prototypes which ârethoughtâ recycling textiles, through innovative practice and good design, often in collaboration with internal and external partners. Some of the prototypes and samples realised the importance of mono materiality, and the role that engineering technologies can have here. New laser applications eradicated the need for glue and adhesives, and achieved surface effects that cannot be created else where. Others realised and demonstrated that multiple lives and recycling can occur and be pre determined. The impacts of digital print, and over printing in sequential stages were also explored. Concepts relating to the ethical, emotional and systemic were integrated during a second âredesignâ stage of the project. The designers explored ideas about upcycling rather than recycling, and the project has been recognised as a leading influence in this field, recognising early on how important this approach is in terms of the economic viability of the reuse of textiles. The project explored how the designer is central to textiles âupcyclingâ.
The guiding principles derived from the outcomes of the Worn Again project include: the consideration for the hierarchy of recycling; aesthetics and the design of upcycled textiles that are âbetterâ than the original; the generation of alternative and supporting actions; making enlightened material choices; understanding the different implications of using pre consumer and post consumer waste; the design for future recyclability, and if possible, future upcycling; the consideration of monomateriality, detachability, and the incorporation of the aging process; the design of textiles with zero waste; the design of textiles to maximise the benefits of the product; the consideration for scale - small is beautiful, and start local, but think global.
A final question emerged late on in the project from the research methodologies that had been developed through group workshops and tutorials for professional designers: How can designers combine eco-design principles, through workshop scenarios, to create new concepts for the creation of upcycled textile products and services? TEDâs TEN â design strategies and workshops that promote interconnected design thinking â were the answer, and continue to be a way for TED to communicate and inspire designers at all stages of their careers
Investigating familiarity in older adults to facilitate intuitive interaction
This paper discusses how intuitive interaction is a possible way to increase the efficiency and effectiveness of interaction with older adults. It provides insights into existing research on intuitive interaction, and the role of prior experience and familiarity in intuition. An experiment is discussed which investigates differences in familiarity between younger and older adults. A comprehensive coding system has been developed to help analyse the data collected. This research is currently in progress
Designing Effective Interfaces for Older Users
The thesis examines the factors that need to be considered in order to undertake successful design of user interfaces for older users. The literature on aging is surveyed for age related changes that are of relevance to interface design. The findings from the literature review are extended and placed in a human context using observational studies of older people and their supporters as these older people attempted to learn about and use computers. These findings are then applied in three case studies of interface design and product development for older users. These case studies are reported and examined in depth. For each case study results are presented on the acceptance of the final product by older people. These results show that, for each case study, the interfaces used led to products that the older people evaluating them rated as unusually suitable to their needs as older users. The relationship between the case studies and the overall research aims is then examined in a discussion of the research methodology. In the case studies there is an evolving approach used in developing the interface designs. This approach includes intensive contribution by older people to the shaping of the interface design. This approach is analyzed and is presented as an approach to designing user interfaces for older people. It was found that a number of non-standard techniques were useful in order to maximize the benefit from the involvement of the older contributors and to ensure their ethical treatment. These techniques and the rationale behind them are described. Finally the interface design approach that emerged has strong links to the approach used by the UTOPIA team based at the university of Dundee. The extent to which the thesis provides support for the UTOPIA approach is discussed
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