4,029 research outputs found

    A method story about brainstorming with visually impaired people for designing an accessible route calculation system

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    In this paper we describe a brainstorming session with visually impaired users, a sighted locomotion trainer, as well as sighted and blind researchers. This brainstorming session was part of a larger project on designing accessible guidance systems for visually impaired people. In this session we specifically addressed the design of an accessible route calculation tool. In a method story, we describe how this session took place and report our insights from this experience on adapting brainstorming to a non-visual world

    Map design for visually impaired people: past, present, and future research

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    International audienceOrientation and mobility are amongst the most important challenges for visually impaired people. Tactile maps can provide them with spatial knowledge of their environment, thereby reducing fear related to travelling in space. To date, raised-line paper maps have been used to make geographic information accessible, but these paper maps have significant limitations with regards to content and the presentation of information. Recent advances in technology may help to design usable interactive maps that overcome such limitations. In this paper, we first review different accessible map concepts. We then present our design of an interactive map prototype, and provide evidence of this interactive map’s high user satisfaction and efficiency as compared to a regular raised-line paper map. To conclude, we suggest that advances in interactive technologies (e.g., haptic touch surfaces) provide a unique opportunity to design usable maps in the near future

    UNDERSTANDING THE SOCIAL AND COGNITIVE EXPERIENCES OF CHILDREN INVOLVED IN TECHNOLOGY DESIGN PROCESSES

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    Technology has become ubiquitous not only in the lives of adults, but also in the lives of children. For every technology, there is a process by which it is designed. In many cases, children are involved in these design processes. This study examined the social and cognitive experiences of children who were integrally involved in a technology design process in partnership with adults. This research study employed a Vygotskian lens with a case study research method, to understand the cognitive and social experiences of child technology design partners over a one-year period of design and partnership. Artifact analysis, participant observation, and interviews were used to collect and analyze data. Results from this study demonstrated that children involved in technology design process in partnership with adults experienced social and cognitive experiences which fall into the areas of relationships, enjoyment, confidence, communication, collaboration, skills, and content

    Toolset for Visual Creative Conflict Management

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    Conflict is neuro-physiologically processed by emotional faculties of the humanbrain, similarly to pain processing (Lack & Bogacz, 2012). Pain causes an away-reflex , and so does conflict. Most of us, therefore, try to avoid pain and likewise conflict. Some of us are drawn into conflict, either as an active party or a referee, against our will, while others of us must handle conflict as a matter of life role. Because of this away-reflex to conflict, we often try to resolve conflict in a single step in order to get it over with as quickly as possible. Many people expect to resolve a conflict in a single intervention (Elliott, d\u27Estrée & Kaufman, 2003). When that doesn\u27t work, our emotional response is amplified, typically including frustration, anger, and withdrawal. This project aims to provide a toolset that transitions a user\u27s handling of conflict from their emotional faculties to their logical faculties, overcoming the away-reflex. It also provides a visual representation of the conflict, which allows a conflict manager to logically plot and manage a multi-step resolution process with improved potential for long term results over the get-it-over-quickly single-step reflex. And, it comprises an open framework to which an expanding number of resources can be added to bolster a conflict manager\u27s understanding of all parties\u27 concerns, personalities, motivations, fears, and to enable the conflict manager to generate new ideas using Creative Problem Solving, and increase influence and persuasiveness

    Interactive maps for visually impaired people : design, usability and spatial cognition

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    Connaßtre la géographie de son environnement urbain est un enjeu important pour les personnes déficientes visuelles. Des cartes tactiles en relief sont généralement utilisées mais elles présentent des limitations importantes (nombre limité d'informations, recours à une légende braille). Les nouvelles technologies permettent d'envisager des solutions innovantes. Nous avons conçu et développé une carte interactive accessible, en suivant un processus de conception participative. Cette carte est basée sur un dispositif multi-touch, une carte tactile en relief et une sortie sonore. Ce dispositif permet au sujet de recueillir des informations en double-cliquant sur certains objets de la carte. Nous avons démontré expérimentalement que ce prototype était plus efficace et plus satisfaisant pour des utilisateurs déficients visuels qu'une carte tactile simple. Nous avons également exploré et testé différents types d'interactions avancées accessibles pour explorer la carte. Cette thÚse démontre l'importance des cartes tactiles interactives pour les déficients visuels et leur cognition spatiale.Knowing the geography of an urban environment is crucial for visually impaired people. Tactile relief maps are generally used, but they retain significant limitations (limited amount of information, use of braille legend, etc.). Recent technological progress allows the development of innovative solutions which overcome these limitations. In this thesis, we present the design of an accessible interactive map through a participatory design process. This map is composed by a multi-touch screen with tactile map overlay and speech output. It provides auditory information when tapping on map elements. We have demonstrated in an experiment that our prototype was more effective and satisfactory for visually impaired users than a simple raised-line map. We also explored and tested different types of advanced non-visual interaction for exploring the map. This thesis demonstrates the importance of interactive tactile maps for visually impaired people and their spatial cognition

    Convey Data in QlikÂź Sense from a Universal Design Perspective

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    “The important criterion for a graph is not simply how fast we can see a result; rather it is whether through the use of the graph we can see something that would have been harder to see otherwise or that could not have been seen at all.” William S. Cleveland When presenting graphs for people with visual impairments the solutions found on the market today often present pure data values only. Overview is missing and there is no possibility to get any additional information about the visual content of the graph. Should we accept the fact that visually impaired persons are only presented with the data or could they actually benefit from data represented in graphical form? The aim of this project was to investigate how to provide people with visual impairments the best possible user experience when analyzing data in the business intelligence program Qlik Sense. The research showed that it is possible to convey an overview of the content in graphs with a synthetic speech solution. The synthetic speech presents the purpose of the graph and key values as well as the overall shape of the curve. In a future development it is possible to extend the product to include voice recognition to allow the user to explore the data and make own discoveries. The project begun with a literature study to find previously conducted work in the same field. To gather proper knowledge about what information users find interesting, what they are looking for and how they can benefit from using charts, a pilot study was initiated. The pilot study was performed by people who have vision classified as normal. Further, persons from the target group, i.e. people with visual impairments, were interviewed to receive an understanding of what is missing from today’s low vision aids and solutions. These results were used when creating a Low Fidelity prototype in an attempt to show how to present visual data to a visually impaired user. The prototype was tested on both sighted persons and persons from the target group. Results were then collected and analyzed to create a foundation for the High Fidelity (Hi-Fi) prototype that was developed to realize the design ideas. Finally, the Hi-Fi prototype was evaluated through usability tests that resulted in the above-mentioned conclusion.“Det viktigaste kriteriet för en graf Ă€r egentligen inte hur fort vi kan se ett resultat; det Ă€r snarare om vi genom anvĂ€ndandet av en graf kan se nĂ„got som hade varit svĂ„rare att se annars eller som inte hade alls kunnat ses." William S. Cleveland ÖversĂ€ttning: Celie Gunnarsson De lösningar som finns pĂ„ dagens marknad gĂ€llande presentation av grafer för synskadade bygger ofta pĂ„ ren presentation av enskilda vĂ€rden. Översikt saknas och det finns ingen möjlighet att fĂ„ övrig information om det visuella innehĂ„llet i grafen. Ska man som synskadad nöja sig med att endast fĂ„ ta del av datan eller ska man faktiskt kunna ha samma nytta av ett diagram som en seende person? Syftet med detta projekt var att undersöka hur man kan erbjuda personer med synnedsĂ€ttning den bĂ€sta möjliga anvĂ€ndarupplevelsen dĂ„ de analyserar data i Business Intelligence-programmet Qlik Sense. Arbetet visade att det Ă€r möjligt att förmedla en överblick av en grafs innehĂ„ll med hjĂ€lp av syntetiskt tal. Det syntetiska talet kan dĂ„ presentera grafens syfte, nyckeltal tillika formen pĂ„ kurvan som bildas. Vid framtida utveckling Ă€r det möjligt att utöka produkten sĂ„ att Ă€ven röstigenkĂ€nning kan inkluderas. Detta skulle ge anvĂ€ndaren en möjlighet att pĂ„ egen hand utforska datan och göra egna upptĂ€ckter. Projektet inleddes med en litteraturstudie för att finna tidigare utfört arbete inom samma omrĂ„de. För att insamla kunskap om vilken information som upplevs som intressant, vad anvĂ€ndare tittar efter och hur de kan ha nytta av grafer utfördes Ă€ven en pilotstudie. Försökspersonerna i denna studie utgjordes av personer med syn klassificerad som normal. Vidare intervjuades personer ur mĂ„lgruppen, det vill sĂ€ga personer med olika typer av synnedsĂ€ttning, för att skapa förstĂ„else för vad som saknas i dagens hjĂ€lpmedel och lösningar. Dessa resultat anvĂ€ndes för att skapa en Low Fidelityprototyp i ett försök att visa hur man skulle kunna presentera visuell data för en synskadad person. Prototypen testades sedan, bĂ„de utav seende personer och personer frĂ„n mĂ„lgruppen, varefter resultatet sammanstĂ€lldes och analyserades. Analysen anvĂ€ndes för att skapa en grund till den High Fidelityprototyp (Hi Fi-prototyp) som kom att utvecklas ur designidĂ©erna. Slutligen utvĂ€rderades Hi Fi-prototypen genom anvĂ€ndbarhetstester, vilka resulterade i ovan nĂ€mnda slutsats

    Identifying core knowledge and skill sets for model curricula: update

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    This deliverable presents state of the art in curriculum development work, and compares IDCnet to it. Next it discusses the methodology followed to identify key knowledge and skill sets for Design for All. The categories of knowledge thus identified are organised into a taxonomy with examples given for each category and subcategory along with a set of learning outcomes. The purpose of the taxonomy is to structure the knowledge. As this deliverable was a ‘living’ document, and as further activities have taken place since this deliverable was first submitted, this version includes a substantially expanded chapter 5, incorporating comments from: the project review process; the new members of IDCnet; the second IDCnet workshop; as well as comments received from colleagues in response to dissemination activities at conferences. The categories and subcategories of the taxonomy remain unchanged, but further topics and examples have been added to illustrate and clarify the use and range of each category. Finally, the next steps in the IDCnet WP3 strategy are briefly described
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