6 research outputs found

    A Participatory Design Framework For Customisable Assistive Technology

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    High product costs and device abandonment negatively affect people with disabilities who require Assistive Technology (AT), and poor product design is a root cause. The purpose of this research is to develop and demonstrate a participatory design framework for customisable AT, which addresses the need for low-cost assistive products that satisfy a broad range of consumers’ needs. This framework addresses two main gaps in the literature. First, user involvement in the design process of medical and rehabilitative products helps create products that are more effective but, although methods to involve users exist, there are currently scant techniques to translate the research data into design solution concepts. Second, adaptive mass customisation offers a way to reduce a product’s cost by making it useful to more people and adaptable to a user’s changing needs. Although the creation of one-off, tailored AT devices is discussed in the literature, there are no methods to support the development of customisable or adaptable AT. Two-phases of participatory design research are described in the thesis, and make up the body of the design framework. First, a Delphi study is used to facilitate AT professionals working with individuals with disabilities in reaching a consensus on important design issues relating to a specific type of AT. An adapted morphological matrix is then presented as a novel way of applying the results of a Delphi study to concept generation. The second phase facilitates the involvement of AT users with disabilities in a series of participatory design workshops to create a final product design and prototype. The research approach was exploratory and Assistive Technology Computer Input Devices (ATCIDs) were employed as a sample technology domain to develop and substantiate the framework. Three key contributions resulted from this work; a wide range of problems and design issues related to ATCIDs; a method for using touch panel technology as a customisable ATCID; and, most pertinent due to its transferability, a participatory design framework for customisable AT with recommendations for participatory design practice involving individuals with diverse disabilities

    Haptic Interaction with a Guide Robot in Zero Visibility

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    Search and rescue operations are often undertaken in dark and noisy environment in which rescue team must rely on haptic feedback for exploration and safe exit. However, little attention has been paid specifically to haptic sensitivity in such contexts or the possibility of enhancing communicational proficiency in the haptic mode as a life-preserving measure. The potential of root swarms for search and rescue has been shown by the Guardians project (EU, 2006-2010); however the project also showed the problem of human robot interaction in smoky (non-visibility) and noisy conditions. The REINS project (UK, 2011-2015) focused on human robot interaction in such conditions. This research is a body of work (done as a part of he REINS project) which investigates the haptic interaction of a person wit a guide robot in zero visibility. The thesis firstly reflects upon real world scenarios where people make use of the haptic sense to interact in zero visibility (such as interaction among firefighters and symbiotic relationship between visually impaired people and guide dogs). In addition, it reflects on the sensitivity and trainability of the haptic sense, to be used for the interaction. The thesis presents an analysis and evaluation of the design of a physical interface (Designed by the consortium of the REINS project) connecting the human and the robotic guide in poor visibility conditions. Finally, it lays a foundation for the design of test cases to evaluate human robot haptic interaction, taking into consideration the two aspects of the interaction, namely locomotion guidance and environmental exploration

    Some problems of designing for augmentative and alternative communication users: an enquiry through practical design activity

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    The submission is concerned with, and addresses, problems of designing for people with disabilities, with specific reference to people who are illiterate and cannot speak. People with such disabilities often depend on electronic AAC (Augmentative and Alternative Communication) devices for interpersonal communication. A central theme of the thesis, however, is that such products, and products intended for people with disabilities more generally, have characteristics that inadequately attend to users' needs. Through a combination of practical product development and literature reviews, the thesis demonstrates how improvements to AAC devices 'can be made through user-participatory, usercentred and more sensitive and perceptive design. Literature reviews in the following subjects are reported: AAC; the operational knowledge base for design and disability; user participatory design; and wearable computing. At the core of the thesis is the presentation and discussion of an empirical case study, carried out by the researcher, to design and develop the Portland Communication Aid (PCA). The PCA was conceived as an AAC product that would attempt to redress the inadequacies of predecessor devices. The design activity for the PCA is traced in the thesis, from initial concepts and development models through to a working prototype. Key ideas and essential principles of the design are illustrated. Throughout the work on the PCA, many problems associated with designing for people with severe communication disabilities were encountered. These problems, as with their resolutions, comprised matters of both designing (as an activity) and design (as product specification). The thesis contains comprehensive exposure and analysis of these problems and resolutions. In particular, the value of shaping meaning, metaphor, and other product semantics into devices intended for use by people with disabilities is explored. The study provides two substantive conclusions. First, that both the activity and the outcomes of Industrial Design have a valuable role in the empowerment and rehabilitation of AAC users. And second, that key principles have been identified that will enable designers to better identify, articulate and respond to the needs of people with communication disabilities (and the needs of people with disabilities more generally

    Towards intelligent, adaptive input devices for users with physical disabilities

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    This thesis presents a novel application of user modelling, the domain of interest being the physical abilities of the user of a computer input device. Specifically, it describes a model which identifies aspects of keyboard use with which the user has difficulty. The model is based on data gathered in an empirical study of keyboard and mouse use by people with and without motor disabilities. In this study, many common input errors due to physical inaccuracies in using keyboards and mice were observed. For the majority of these errors, there exist keyboard or mouse configuration facilities intended to reduce or eliminate them. While such facilities are now integrated into the majority of modem operating systems, there is little published data describing their effect on keyboard or mouse usability. This thesis offers evidence that they can be extremely useful, even essential, but that further research and interface development are required. This thesis presents a user model which focuses on four of the most commonly observed keyboard difficulties. The model also makes recommendations for settings for three keyboard configuration facilities, each of which tackle one of these specific difficulties. As a user modelling task, this application presents a number of interesting challenges. Different users will have very different configuration requirements, and the requirements of individual users may also change over long or short periods of time. Some users will have cognitive impairments. Users may have very limited time and energy to devote to computer use. In response, this research has investigated the extent to which it is possible to model users without interrupting the task for which they are using a computer in the first place. This approach is appealing because it does not require users to spend time participating in model instantiation. This focus on inference rather than explicit testing or questioning also allows the model to dynamically track an individual user's changing requirements. This thesis shows that within the context of the keyboard difficulties studied, such an approach is feasible. The implemented model records users' keyboard input unintrusiveiy as they perform their own input tasks. This input is examined for evidence of certain types of input error or indications of difficulties in using the keyboard. In the model presented, conclusions are based on the assumption that the user is typing English text in a word processing application. However, the design of the model allows any other textual language to be used. A second empirical study, evaluating the model, is described. The model is shown to be very accurate in identifying users having difficulties in each of the areas tackled, the only exception being those who find a given operation awkward, but are able to perform it accurately. Where it is also possible to evaluate the configuration recommendations made by the model, the chosen settings are effective in reducing input errors and increasing user satisfaction with the keyboard. The model is also able to draw conclusions quickly for users with higher error rates, and shows good overall stability. In the light of this successful identification of keyboard difficulties, potential applications of the model are suggested. It could be used to help occupational therapists and assistive technologists to assess the keyboard configuration requirements of a new user. It could also be made available to users themselves - many people are currently unaware of facilities they may find useful, and how to activate them. The model could be extended to other areas of keyboard use, and to other input devices. This would allow systems to provide automatic, dynamic support for configuration, which would go some way towards improving the accessibility of computer systems for people with motor disabilities

    Internet of Things enabled sedentary behaviour change in office workers: development and feasibility of a novel intervention (WorkMyWay)

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    Sedentary behaviour (SB) without breaks is associated with adverse health outcomes. The prevalence of prolonged sitting at work among office workers makes a case for SB interventions to target this setting and population. Everyday mundane objects augmented with microelectronics and ubiquitous computing represent a novel mode of delivery for behaviour change interventions enabled by the Internet of Things (IoT). However, there is insufficient research to guide the design of interventions delivered with smart objects. This research addresses this gap by developing WorkMyWay, a workplace SB intervention delivered with IoT-enabled office objects (e.g. smart water bottles and cups), and evaluating its feasibility and acceptability in an 8-week “in-the-wild” study. This thesis made 4 contributions across the disciplines of behavioural medicine and human-computer interactions (HCI). The first contribution is the development of the WorkMyWay intervention, which is informed by findings from a systematic scoping review of prior research in this field (Chapter 3), a diary-probed interview study with 20 office workers (Chapter 4), and a series of technology audit, prototyping, human-centred design, and requirement engineering processes (Chapter 5). Findings from the feasibility study (Chapter 6) suggest that despite technical issues with the data connection, participants perceive high value of WorkMyWay in changing their SB. The intervention is potentially implementable in office-based workplaces, as long as connectivity issues are fixed. Recommendations are made on improvements and a series of future studies in accordance with the Medical Research Council’s guidance on complex intervention development and evaluation. Second, this thesis deepens the theoretical understanding of SB change, by following the Behaviour Change Wheel framework (including the COM-B model, theoretical domain framework, and taxonomies of Behaviour Change Techniques (BCT)) throughout intervention design and evaluation. The intervention contents are specified using the BCT taxonomies (Chapter 5) and informed by the first published COM-B analysis of office worker’s prolonged sitting behaviour at work (Chapter 4). This allows the feasibility study (Chapter 6) to contribute to theory development by matching the interview questions and psychological measures (e.g. strength of habit) with the BCTs (e.g. action planning, prompts and cues) and associated theoretical underpinnings (e.g. goal accessibility). It also allows implementation issues to be considered in light of how well those theories and theory-informed BCTs can work in real-life settings. Third, this thesis makes a methodological contribution by documenting an interdisciplinary approach to develop a digital behaviour change intervention and a model for applying and developing theories of behaviour change in the wild. This helps address the challenge identified in Chapter 3, by bridging the gap between HCI and behavioural medicine, and catalyse the process of feeding technological innovations downstream to health practice and intervention research. Fourth, this research contributes to the HCI literature by proposing a 2×2 matrix framework to guide the design of technology for sustainable behaviour change. On one hand, the framework unifies some of the existing visions and concepts about ubiquitous computing and applies them to the context of behaviour change, by considering the type of cognitive process (automatic versus reflective, based on the dual process model) through which a persuasive design influences the behaviour. For another, the framework considers the required dosage of their technology intervention to maintain the behaviour, or the distribution of changes between the physical world and the human cognition

    Internet of Things enabled sedentary behaviour change in office workers: development and feasibility of a novel intervention (WorkMyWay)

    Get PDF
    Sedentary behaviour (SB) without breaks is associated with adverse health outcomes. The prevalence of prolonged sitting at work among office workers makes a case for SB interventions to target this setting and population. Everyday mundane objects augmented with microelectronics and ubiquitous computing represent a novel mode of delivery for behaviour change interventions enabled by the Internet of Things (IoT). However, there is insufficient research to guide the design of interventions delivered with smart objects. This research addresses this gap by developing WorkMyWay, a workplace SB intervention delivered with IoT-enabled office objects (e.g. smart water bottles and cups), and evaluating its feasibility and acceptability in an 8-week “in-the-wild” study. This thesis made 4 contributions across the disciplines of behavioural medicine and human-computer interactions (HCI). The first contribution is the development of the WorkMyWay intervention, which is informed by findings from a systematic scoping review of prior research in this field (Chapter 3), a diary-probed interview study with 20 office workers (Chapter 4), and a series of technology audit, prototyping, human-centred design, and requirement engineering processes (Chapter 5). Findings from the feasibility study (Chapter 6) suggest that despite technical issues with the data connection, participants perceive high value of WorkMyWay in changing their SB. The intervention is potentially implementable in office-based workplaces, as long as connectivity issues are fixed. Recommendations are made on improvements and a series of future studies in accordance with the Medical Research Council’s guidance on complex intervention development and evaluation. Second, this thesis deepens the theoretical understanding of SB change, by following the Behaviour Change Wheel framework (including the COM-B model, theoretical domain framework, and taxonomies of Behaviour Change Techniques (BCT)) throughout intervention design and evaluation. The intervention contents are specified using the BCT taxonomies (Chapter 5) and informed by the first published COM-B analysis of office worker’s prolonged sitting behaviour at work (Chapter 4). This allows the feasibility study (Chapter 6) to contribute to theory development by matching the interview questions and psychological measures (e.g. strength of habit) with the BCTs (e.g. action planning, prompts and cues) and associated theoretical underpinnings (e.g. goal accessibility). It also allows implementation issues to be considered in light of how well those theories and theory-informed BCTs can work in real-life settings. Third, this thesis makes a methodological contribution by documenting an interdisciplinary approach to develop a digital behaviour change intervention and a model for applying and developing theories of behaviour change in the wild. This helps address the challenge identified in Chapter 3, by bridging the gap between HCI and behavioural medicine, and catalyse the process of feeding technological innovations downstream to health practice and intervention research. Fourth, this research contributes to the HCI literature by proposing a 2×2 matrix framework to guide the design of technology for sustainable behaviour change. On one hand, the framework unifies some of the existing visions and concepts about ubiquitous computing and applies them to the context of behaviour change, by considering the type of cognitive process (automatic versus reflective, based on the dual process model) through which a persuasive design influences the behaviour. For another, the framework considers the required dosage of their technology intervention to maintain the behaviour, or the distribution of changes between the physical world and the human cognition
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