40 research outputs found

    A competencies framework of visual impairments for enabling shared understanding in design

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    Existing work in Human Computer Interaction and accessibility research has long sought to investigate the experiences of people with visual impairments in order to address their needs through technology design and integrate their participation into different stages of the design process. Yet challenges remain regarding how disabilities are framed in technology design and the extent of involvement of disabled people within it. Furthermore, accessibility is often considered a specialised job and misunderstandings or assumptions about visually impaired peopleโ€™s experiences and needs occur outside dedicated fields. This thesis presents an ethnomethodology-informed design critique for supporting awareness and shared understanding of visual impairments and accessibility that centres on their experiences, abilities, and participation in early-stage design. This work is rooted in an in-depth empirical investigation of the interactional competencies that people with visual impairments exhibit through their use of technology, which informs and shapes the concept of a Competencies Framework of Visual Impairments. Although past research has established stances for considering the individual abilities of disabled people and other social and relational factors in technology design, by drawing on ethnomethodology and its interest in situated competence this thesis employs an interactional perspective to investigate the practical accomplishments of visually impaired people. Thus, this thesis frames visual impairments in terms of competencies to be considered in the design process, rather than a deficiency or problem to be fixed through technology. Accordingly, this work favours supporting awareness and reflection rather than the design of particular solutions, which are also strongly needed for advancing accessible design at large. This PhD thesis comprises two main empirical studies branched into three different investigations. The first and second investigations are based on a four-month ethnographic study with visually impaired participants examining their everyday technology practices. The third investigation comprises the design and implementation of a workshop study developed to include people with and without visual impairments in collaborative reflections about technology and accessibility. As such, each investigation informed the ones that followed, revisiting and refining concepts and design materials throughout the thesis. Although ethnomethodology is the overarching approach running through this PhD project, each investigation has a different focus of enquiry: โ€ข The first is focused on analysing participantsโ€™ technology practices and unearthing the interactional competencies enabling them. โ€ข The second is focused on analysing technology demonstrations, which were a pervasive phenomenon recorded during fieldwork, and the work of demonstrating as exhibited by visually impaired participants. โ€ข Lastly, the third investigation defines a workshop approach employing video demonstrations and a deck of reflective design cards as building blocks for enabling shared understanding among people with and without visual impairments from different technology backgrounds; that is, users, technologists, designers, and researchers. Overall, this thesis makes several contributions to audiences within and outside academia, such as the detailed accounts of some of the main technology practices of people with visual impairments and the methodological analysis of demonstrations in empirical Human Computer Interaction and accessibility research. Moreover, the main contribution lies in the conceptualisation of a Competencies Framework of Visual Impairments from the empirical analysis of interactional competencies and their practical exhibition through demonstrations, as well as the creation and use of a deck of cards that encapsulates the competencies and external elements involved in the everyday interactional accomplishments of people with visual impairments. All these contributions are lastly brought together in the implementation of the workshop approach that enabled participants to interact with and learn from each other. Thus, this thesis builds upon and advances contemporary strands of work in Human Computer Interaction that call for re-orienting how visual impairments and, overall, disabilities are framed in technology design, and ultimately for re-shaping the design practice itself

    A competencies framework of visual impairments for enabling shared understanding in design

    Get PDF
    Existing work in Human Computer Interaction and accessibility research has long sought to investigate the experiences of people with visual impairments in order to address their needs through technology design and integrate their participation into different stages of the design process. Yet challenges remain regarding how disabilities are framed in technology design and the extent of involvement of disabled people within it. Furthermore, accessibility is often considered a specialised job and misunderstandings or assumptions about visually impaired peopleโ€™s experiences and needs occur outside dedicated fields. This thesis presents an ethnomethodology-informed design critique for supporting awareness and shared understanding of visual impairments and accessibility that centres on their experiences, abilities, and participation in early-stage design. This work is rooted in an in-depth empirical investigation of the interactional competencies that people with visual impairments exhibit through their use of technology, which informs and shapes the concept of a Competencies Framework of Visual Impairments. Although past research has established stances for considering the individual abilities of disabled people and other social and relational factors in technology design, by drawing on ethnomethodology and its interest in situated competence this thesis employs an interactional perspective to investigate the practical accomplishments of visually impaired people. Thus, this thesis frames visual impairments in terms of competencies to be considered in the design process, rather than a deficiency or problem to be fixed through technology. Accordingly, this work favours supporting awareness and reflection rather than the design of particular solutions, which are also strongly needed for advancing accessible design at large. This PhD thesis comprises two main empirical studies branched into three different investigations. The first and second investigations are based on a four-month ethnographic study with visually impaired participants examining their everyday technology practices. The third investigation comprises the design and implementation of a workshop study developed to include people with and without visual impairments in collaborative reflections about technology and accessibility. As such, each investigation informed the ones that followed, revisiting and refining concepts and design materials throughout the thesis. Although ethnomethodology is the overarching approach running through this PhD project, each investigation has a different focus of enquiry: โ€ข The first is focused on analysing participantsโ€™ technology practices and unearthing the interactional competencies enabling them. โ€ข The second is focused on analysing technology demonstrations, which were a pervasive phenomenon recorded during fieldwork, and the work of demonstrating as exhibited by visually impaired participants. โ€ข Lastly, the third investigation defines a workshop approach employing video demonstrations and a deck of reflective design cards as building blocks for enabling shared understanding among people with and without visual impairments from different technology backgrounds; that is, users, technologists, designers, and researchers. Overall, this thesis makes several contributions to audiences within and outside academia, such as the detailed accounts of some of the main technology practices of people with visual impairments and the methodological analysis of demonstrations in empirical Human Computer Interaction and accessibility research. Moreover, the main contribution lies in the conceptualisation of a Competencies Framework of Visual Impairments from the empirical analysis of interactional competencies and their practical exhibition through demonstrations, as well as the creation and use of a deck of cards that encapsulates the competencies and external elements involved in the everyday interactional accomplishments of people with visual impairments. All these contributions are lastly brought together in the implementation of the workshop approach that enabled participants to interact with and learn from each other. Thus, this thesis builds upon and advances contemporary strands of work in Human Computer Interaction that call for re-orienting how visual impairments and, overall, disabilities are framed in technology design, and ultimately for re-shaping the design practice itself

    Word Importance Modeling to Enhance Captions Generated by Automatic Speech Recognition for Deaf and Hard of Hearing Users

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    People who are deaf or hard-of-hearing (DHH) benefit from sign-language interpreting or live-captioning (with a human transcriptionist), to access spoken information. However, such services are not legally required, affordable, nor available in many settings, e.g., impromptu small-group meetings in the workplace or online video content that has not been professionally captioned. As Automatic Speech Recognition (ASR) systems improve in accuracy and speed, it is natural to investigate the use of these systems to assist DHH users in a variety of tasks. But, ASR systems are still not perfect, especially in realistic conversational settings, leading to the issue of trust and acceptance of these systems from the DHH community. To overcome these challenges, our work focuses on: (1) building metrics for accurately evaluating the quality of automatic captioning systems, and (2) designing interventions for improving the usability of captions for DHH users. The first part of this dissertation describes our research on methods for identifying words that are important for understanding the meaning of a conversational turn within transcripts of spoken dialogue. Such knowledge about the relative importance of words in spoken messages can be used in evaluating ASR systems (in part 2 of this dissertation) or creating new applications for DHH users of captioned video (in part 3 of this dissertation). We found that models which consider both the acoustic properties of spoken words as well as text-based features (e.g., pre-trained word embeddings) are more effective at predicting the semantic importance of a word than models that utilize only one of these types of features. The second part of this dissertation describes studies to understand DHH users\u27 perception of the quality of ASR-generated captions; the goal of this work was to validate the design of automatic metrics for evaluating captions in real-time applications for these users. Such a metric could facilitate comparison of various ASR systems, for determining the suitability of specific ASR systems for supporting communication for DHH users. We designed experimental studies to elicit feedback on the quality of captions from DHH users, and we developed and evaluated automatic metrics for predicting the usability of automatically generated captions for these users. We found that metrics that consider the importance of each word in a text are more effective at predicting the usability of imperfect text captions than the traditional Word Error Rate (WER) metric. The final part of this dissertation describes research on importance-based highlighting of words in captions, as a way to enhance the usability of captions for DHH users. Similar to highlighting in static texts (e.g., textbooks or electronic documents), highlighting in captions involves changing the appearance of some texts in caption to enable readers to attend to the most important bits of information quickly. Despite the known benefits of highlighting in static texts, research on the usefulness of highlighting in captions for DHH users is largely unexplored. For this reason, we conducted experimental studies with DHH participants to understand the benefits of importance-based highlighting in captions, and their preference on different design configurations for highlighting in captions. We found that DHH users subjectively preferred highlighting in captions, and they reported higher readability and understandability scores and lower task-load scores when viewing videos with captions containing highlighting compared to the videos without highlighting. Further, in partial contrast to recommendations in prior research on highlighting in static texts (which had not been based on experimental studies with DHH users), we found that DHH participants preferred boldface, word-level, non-repeating highlighting in captions

    Touch- and Walkable Virtual Reality to Support Blind and Visually Impaired Peoplesโ€˜ Building Exploration in the Context of Orientation and Mobility

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    Der Zugang zu digitalen Inhalten und Informationen wird immer wichtiger fรผr eine erfolgreiche Teilnahme an der heutigen, zunehmend digitalisierten Zivilgesellschaft. Solche Informationen werden meist visuell prรคsentiert, was den Zugang fรผr blinde und sehbehinderte Menschen einschrรคnkt. Die grundlegendste Barriere ist oft die elementare Orientierung und Mobilitรคt (und folglich die soziale Mobilitรคt), einschlieรŸlich der Erlangung von Kenntnissen รผber unbekannte Gebรคude vor deren Besuch. Um solche Barrieren zu รผberbrรผcken, sollten technische Hilfsmittel entwickelt und eingesetzt werden. Es ist ein Kompromiss zwischen technologisch niedrigschwellig zugรคnglichen und verbreitbaren Hilfsmitteln und interaktiv-adaptiven, aber komplexen Systemen erforderlich. Die Anpassung der Technologie der virtuellen Realitรคt (VR) umfasst ein breites Spektrum an Entwicklungs- und Entscheidungsoptionen. Die Hauptvorteile der VR-Technologie sind die erhรถhte Interaktivitรคt, die Aktualisierbarkeit und die Mรถglichkeit, virtuelle Rรคume und Modelle als Abbilder von realen Rรคumen zu erkunden, ohne dass reale Gefahren und die begrenzte Verfรผgbarkeit von sehenden Helfern auftreten. Virtuelle Objekte und Umgebungen haben jedoch keine physische Beschaffenheit. Ziel dieser Arbeit ist es daher zu erforschen, welche VR-Interaktionsformen sinnvoll sind (d.h. ein angemessenes Verbreitungspotenzial bieten), um virtuelle Reprรคsentationen realer Gebรคude im Kontext von Orientierung und Mobilitรคt berรผhrbar oder begehbar zu machen. Obwohl es bereits inhaltlich und technisch disjunkte Entwicklungen und Evaluationen zur VR-Technologie gibt, fehlt es an empirischer Evidenz. Zusรคtzlich bietet diese Arbeit einen รœberblick รผber die verschiedenen Interaktionen. Nach einer Betrachtung der menschlichen Physiologie, Hilfsmittel (z.B. taktile Karten) und technologischen Eigenschaften wird der aktuelle Stand der Technik von VR vorgestellt und die Anwendung fรผr blinde und sehbehinderte Nutzer und der Weg dorthin durch die Einfรผhrung einer neuartigen Taxonomie diskutiert. Neben der Interaktion selbst werden Merkmale des Nutzers und des Gerรคts, der Anwendungskontext oder die nutzerzentrierte Entwicklung bzw. Evaluation als Klassifikatoren herangezogen. Begrรผndet und motiviert werden die folgenden Kapitel durch explorative Ansรคtze, d.h. im Bereich 'small scale' (mit sogenannten Datenhandschuhen) und im Bereich 'large scale' (mit einer avatargesteuerten VR-Fortbewegung). Die folgenden Kapitel fรผhren empirische Studien mit blinden und sehbehinderten Nutzern durch und geben einen formativen Einblick, wie virtuelle Objekte in Reichweite der Hรคnde mit haptischem Feedback erfasst werden kรถnnen und wie verschiedene Arten der VR-Fortbewegung zur Erkundung virtueller Umgebungen eingesetzt werden kรถnnen. Daraus werden gerรคteunabhรคngige technologische Mรถglichkeiten und auch Herausforderungen fรผr weitere Verbesserungen abgeleitet. Auf der Grundlage dieser Erkenntnisse kann sich die weitere Forschung auf Aspekte wie die spezifische Gestaltung interaktiver Elemente, zeitlich und rรคumlich kollaborative Anwendungsszenarien und die Evaluation eines gesamten Anwendungsworkflows (d.h. Scannen der realen Umgebung und virtuelle Erkundung zu Trainingszwecken sowie die Gestaltung der gesamten Anwendung in einer langfristig barrierefreien Weise) konzentrieren.Access to digital content and information is becoming increasingly important for successful participation in today's increasingly digitized civil society. Such information is mostly presented visually, which restricts access for blind and visually impaired people. The most fundamental barrier is often basic orientation and mobility (and consequently, social mobility), including gaining knowledge about unknown buildings before visiting them. To bridge such barriers, technological aids should be developed and deployed. A trade-off is needed between technologically low-threshold accessible and disseminable aids and interactive-adaptive but complex systems. The adaptation of virtual reality (VR) technology spans a wide range of development and decision options. The main benefits of VR technology are increased interactivity, updatability, and the possibility to explore virtual spaces as proxies of real ones without real-world hazards and the limited availability of sighted assistants. However, virtual objects and environments have no physicality. Therefore, this thesis aims to research which VR interaction forms are reasonable (i.e., offering a reasonable dissemination potential) to make virtual representations of real buildings touchable or walkable in the context of orientation and mobility. Although there are already content and technology disjunctive developments and evaluations on VR technology, there is a lack of empirical evidence. Additionally, this thesis provides a survey between different interactions. Having considered the human physiology, assistive media (e.g., tactile maps), and technological characteristics, the current state of the art of VR is introduced, and the application for blind and visually impaired users and the way to get there is discussed by introducing a novel taxonomy. In addition to the interaction itself, characteristics of the user and the device, the application context, or the user-centered development respectively evaluation are used as classifiers. Thus, the following chapters are justified and motivated by explorative approaches, i.e., in the group of 'small scale' (using so-called data gloves) and in the scale of 'large scale' (using an avatar-controlled VR locomotion) approaches. The following chapters conduct empirical studies with blind and visually impaired users and give formative insight into how virtual objects within hands' reach can be grasped using haptic feedback and how different kinds of VR locomotion implementation can be applied to explore virtual environments. Thus, device-independent technological possibilities and also challenges for further improvements are derived. On the basis of this knowledge, subsequent research can be focused on aspects such as the specific design of interactive elements, temporally and spatially collaborative application scenarios, and the evaluation of an entire application workflow (i.e., scanning the real environment and exploring it virtually for training purposes, as well as designing the entire application in a long-term accessible manner)

    Apraxia World: Deploying a Mobile Game and Automatic Speech Recognition for Independent Child Speech Therapy

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    Children with speech sound disorders typically improve pronunciation quality by undergoing speech therapy, which must be delivered frequently and with high intensity to be effective. As such, clinic sessions are supplemented with home practice, often under caregiver supervision. However, traditional home practice can grow boring for children due to monotony. Furthermore, practice frequency is limited by caregiver availability, making it difficult for some children to reach therapy dosage. To address these issues, this dissertation presents a novel speech therapy game to increase engagement, and explores automatic pronunciation evaluation techniques to afford children independent practice. Children with speech sound disorders typically improve pronunciation quality by undergoing speech therapy, which must be delivered frequently and with high intensity to be effective. As such, clinic sessions are supplemented with home practice, often under caregiver supervision. However, traditional home practice can grow boring for children due to monotony. Furthermore, practice frequency is limited by caregiver availability, making it difficult for some children to reach therapy dosage. To address these issues, this dissertation presents a novel speech therapy game to increase engagement, and explores automatic pronunciation evaluation techniques to afford children independent practice. The therapy game, called Apraxia World, delivers customizable, repetition-based speech therapy while children play through platformer-style levels using typical on-screen tablet controls; children complete in-game speech exercises to collect assets required to progress through the levels. Additionally, Apraxia World provides pronunciation feedback according to an automated pronunciation evaluation system running locally on the tablet. Apraxia World offers two advantages over current commercial and research speech therapy games; first, the game provides extended gameplay to support long therapy treatments; second, it affords some therapy practice independence via automatic pronunciation evaluation, allowing caregivers to lightly supervise instead of directly administer the practice. Pilot testing indicated that children enjoyed the game-based therapy much more than traditional practice and that the exercises did not interfere with gameplay. During a longitudinal study, children made clinically-significant pronunciation improvements while playing Apraxia World at home. Furthermore, children remained engaged in the game-based therapy over the two-month testing period and some even wanted to continue playing post-study. The second part of the dissertation explores word- and phoneme-level pronunciation verification for child speech therapy applications. Word-level pronunciation verification is accomplished using a child-specific template-matching framework, where an utterance is compared against correctly and incorrectly pronounced examples of the word. This framework identified mispronounced words better than both a standard automated baseline and co-located caregivers. Phoneme-level mispronunciation detection is investigated using a technique from the second-language learning literature: training phoneme-specific classifiers with phonetic posterior features. This method also outperformed the standard baseline, but more significantly, identified mispronunciations better than student clinicians

    How a Diverse Research Ecosystem Has Generated New Rehabilitation Technologies: Review of NIDILRRโ€™s Rehabilitation Engineering Research Centers

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    Over 50 million United States citizens (1 in 6 people in the US) have a developmental, acquired, or degenerative disability. The average US citizen can expect to live 20% of his or her life with a disability. Rehabilitation technologies play a major role in improving the quality of life for people with a disability, yet widespread and highly challenging needs remain. Within the US, a major effort aimed at the creation and evaluation of rehabilitation technology has been the Rehabilitation Engineering Research Centers (RERCs) sponsored by the National Institute on Disability, Independent Living, and Rehabilitation Research. As envisioned at their conception by a panel of the National Academy of Science in 1970, these centers were intended to take a โ€œtotal approach to rehabilitationโ€, combining medicine, engineering, and related science, to improve the quality of life of individuals with a disability. Here, we review the scope, achievements, and ongoing projects of an unbiased sample of 19 currently active or recently terminated RERCs. Specifically, for each center, we briefly explain the needs it targets, summarize key historical advances, identify emerging innovations, and consider future directions. Our assessment from this review is that the RERC program indeed involves a multidisciplinary approach, with 36 professional fields involved, although 70% of research and development staff are in engineering fields, 23% in clinical fields, and only 7% in basic science fields; significantly, 11% of the professional staff have a disability related to their research. We observe that the RERC program has substantially diversified the scope of its work since the 1970โ€™s, addressing more types of disabilities using more technologies, and, in particular, often now focusing on information technologies. RERC work also now often views users as integrated into an interdependent society through technologies that both people with and without disabilities co-use (such as the internet, wireless communication, and architecture). In addition, RERC research has evolved to view users as able at improving outcomes through learning, exercise, and plasticity (rather than being static), which can be optimally timed. We provide examples of rehabilitation technology innovation produced by the RERCs that illustrate this increasingly diversifying scope and evolving perspective. We conclude by discussing growth opportunities and possible future directions of the RERC program

    AN INVESTIGATION OF USER INTERFACE DESIGN AND DEVELOPMENT OF A MOBILE HEALTH SYSTEM FOR INDIVIDUALS WITH DEXTERITY IMPAIRMENTS

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    Mobile health (mHealth) systems have a great potential to empower individuals with chronic disease and disabilities to engage in preventive self-care. Before persons with disabilities can harness the potential of mhealth, the accessibility of mhealth systems should be addressed. An innovative mHealth system called iMHere (Internet Mobile Health and Rehabilitation) has been developed at the University of Pittsburgh to support self-care and adherence to self-care regimens for individuals with spina bifida and other complex conditions who are vulnerable to secondary complications. However, the existing design of the iMHere system was not designed to accommodate users with dexterity impairments. The overall goal of this research is to design and transform an existing mHealth system to make it more usable and accessible for users with dexterity impairment. To achieve this goal, three studies were conducted: Evaluation, Design and Development, and Validation of personalization and accessibility design in mobile health apps. The first study (Evaluation) was aimed to identify the barriers of the original iMHere apps to accessibility, and to explore the necessary features that may improve usersโ€™ experiences. The second study (Design and Development) was aimed to develop innovative designs to improve the accessibility and usability of the mHealth system. The third study (Validation) was aimed to evaluate the usersโ€™ acceptance of and preferences regarding the personalized and accessible mHealth services on a smartphone. The accessible design and development model that is presented in this dissertation incorporates user-interface components related to physical presentation (widgets, visual cues) and navigation (activity flow and layout order). Personalization that provides the ability for a user to modify the appearance of content, such as the size of the icons and the color of text, are proposed as an optimal solution to address potential issues and barriers to accessibility. The importance of personalization strategies for accessibility is also discussed

    ํ˜„์žฅ ๋ฐ์ดํ„ฐ ์ˆ˜์ง‘ ๋Šฅ๋ ฅ์„ ํ™•์žฅํ•˜๊ธฐ ์œ„ํ•œ ์ž์œ ๋„ ๋†’์€ ์…€ํ”„ ํŠธ๋ž˜ํ‚น ๊ธฐ์ˆ ์˜ ๋””์ž์ธ

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    ํ•™์œ„๋…ผ๋ฌธ (๋ฐ•์‚ฌ)-- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ์ปดํ“จํ„ฐ๊ณตํ•™๋ถ€, 2019. 2. ์„œ์ง„์šฑ.Collecting and tracking data in everyday contexts is a common practice for both individual self-trackers and researchers. The increase in wearable and mobile technologies for self-tracking encourages people to gain personal insights from the data about themselves. Also, researchers exploit self-tracking to gather data in situ or to foster behavioral change. Despite a diverse set of available tracking tools, however, it is still challenging to find ones that suit unique tracking needs, preferences, and commitments. Individual self-tracking practices are constrained by the tracking tools' initial design, because it is difficult to modify, extend, or mash up existing tools. Limited tool support also impedes researchers' efforts to conduct in situ data collection studies. Many researchers still build their own study instruments due to the mismatch between their research goals and the capabilities of existing toolkits. The goal of this dissertation is to design flexible self-tracking technologies that are generative and adaptive to cover diverse tracking contexts, ranging from personal tracking to research contexts. Specifically, this dissertation proposes OmniTrack, a flexible self-tracking approach leveraging a semi-automated tracking concept that combines manual and automated tracking methods to generate an arbitrary tracker design. OmniTrack was implemented as a mobile app for individuals. The OmniTrack app enables self-trackers to construct their own trackers and customize tracking items to meet their individual needs. A usability study and a field development study were conducted with the goal of assessing how people adopt and adapt OmniTrack to fulfill their needs. The studies revealed that participants actively used OmniTrack to create, revise, and appropriate trackers, ranging from a simple mood tracker to a sophisticated daily activity tracker with multiple fields. Furthermore, OmniTrack was extended to cover research contexts that enclose manifold personal tracking contexts. As part of the research, this dissertation presents OmniTrack Research Kit, a research platform that allows researchers without programming expertise to configure and conduct in situ data collection studies by deploying the OmniTrack app on participants' smartphones. A case study in deploying the research kit for conducting a diary study demonstrated how OmniTrack Research Kit could support researchers who manage study participants' self-tracking process. This work makes artifacts contributions to the fields of human-computer interaction and ubiquitous computing, as well as expanding empirical understanding of how flexible self-tracking tools can enhance the practices of individual self-trackers and researchers. Moreover, this dissertation discusses design challenges for flexible self-tracking technologies, opportunities for further improving the proposed systems, and future research agenda for reaching the audiences not covered in this research.์ผ์ƒ์˜ ๋งฅ๋ฝ์—์„œ ๋ฐ์ดํ„ฐ๋ฅผ ๋ชจ์œผ๋Š” ํ™œ๋™์ธ ์…€ํ”„ ํŠธ๋ž˜ํ‚น(self-tracking)์€ ๊ฐœ์ธ๊ณผ ์—ฐ๊ตฌ์˜ ์˜์—ญ์—์„œ ํ™œ๋ฐœํžˆ ํ™œ์šฉ๋˜๊ณ  ์žˆ๋‹ค. ์›จ์–ด๋Ÿฌ๋ธ” ๋””๋ฐ”์ด์Šค์™€ ๋ชจ๋ฐ”์ผ ๊ธฐ์ˆ ์˜ ๋ฐœ๋‹ฌ๋กœ ์ธํ•ด ์‚ฌ๋žŒ๋“ค์€ ๊ฐ์ž์˜ ์‚ถ์— ๋Œ€ํ•ด ๋งํ•ด์ฃผ๋Š” ๋ฐ์ดํ„ฐ๋ฅผ ๋” ์‰ฝ๊ฒŒ ์ˆ˜์ง‘ํ•˜๊ณ , ํ†ต์ฐฐํ•  ์ˆ˜ ์žˆ๊ฒŒ ๋˜์—ˆ๋‹ค. ๋˜ํ•œ, ์—ฐ๊ตฌ์ž๋“ค์€ ํ˜„์žฅ(in situ) ๋ฐ์ดํ„ฐ๋ฅผ ์ˆ˜์ง‘ํ•˜๊ฑฐ๋‚˜ ์‚ฌ๋žŒ๋“ค์—๊ฒŒ ํ–‰๋™ ๋ณ€ํ™”๋ฅผ ์ผ์œผํ‚ค๋Š” ๋ฐ์— ์…€ํ”„ ํŠธ๋ž˜ํ‚น์„ ํ™œ์šฉํ•œ๋‹ค. ๋น„๋ก ์…€ํ”„ ํŠธ๋ž˜ํ‚น์„ ์œ„ํ•œ ๋‹ค์–‘ํ•œ ๋„๊ตฌ๋“ค์ด ์กด์žฌํ•˜์ง€๋งŒ, ํŠธ๋ž˜ํ‚น์— ๋Œ€ํ•ด ๋‹ค์–‘ํ™”๋œ ์š”๊ตฌ์™€ ์ทจํ–ฅ์„ ์™„๋ฒฝํžˆ ์ถฉ์กฑํ•˜๋Š” ๊ฒƒ๋“ค์„ ์ฐพ๋Š” ๊ฒƒ์€ ์‰ฝ์ง€ ์•Š๋‹ค. ๋Œ€๋ถ€๋ถ„์˜ ์…€ํ”„ ํŠธ๋ž˜ํ‚น ๋„๊ตฌ๋Š” ์ด๋ฏธ ์„ค๊ณ„๋œ ๋ถ€๋ถ„์„ ์ˆ˜์ •ํ•˜๊ฑฐ๋‚˜ ํ™•์žฅํ•˜๊ธฐ์— ์ œํ•œ์ ์ด๋‹ค. ๊ทธ๋ ‡๊ธฐ ๋•Œ๋ฌธ์— ์‚ฌ๋žŒ๋“ค์˜ ์…€ํ”„ ํŠธ๋ž˜ํ‚น์— ๋Œ€ํ•œ ์ž์œ ๋„๋Š” ๊ธฐ์กด ๋„๊ตฌ๋“ค์˜ ๋””์ž์ธ ๊ณต๊ฐ„์— ์˜ํ•ด ์ œ์•ฝ์„ ๋ฐ›์„ ์ˆ˜๋ฐ–์— ์—†๋‹ค. ๋งˆ์ฐฌ๊ฐ€์ง€๋กœ, ํ˜„์žฅ ๋ฐ์ดํ„ฐ๋ฅผ ์ˆ˜์ง‘ํ•˜๋Š” ์—ฐ๊ตฌ์ž๋“ค๋„ ์ด๋Ÿฌํ•œ ๋„๊ตฌ์˜ ํ•œ๊ณ„๋กœ ์ธํ•ด ์—ฌ๋Ÿฌ ๋ฌธ์ œ์— ๋ด‰์ฐฉํ•œ๋‹ค. ์—ฐ๊ตฌ์ž๋“ค์ด ๋ฐ์ดํ„ฐ๋ฅผ ํ†ตํ•ด ๋‹ตํ•˜๊ณ ์ž ํ•˜๋Š” ์—ฐ๊ตฌ ์งˆ๋ฌธ(research question)์€ ๋ถ„์•ผ๊ฐ€ ๋ฐœ์ „ํ• ์ˆ˜๋ก ์„ธ๋ถ„๋˜๊ณ , ์น˜๋ฐ€ํ•ด์ง€๊ธฐ ๋•Œ๋ฌธ์— ์ด๋ฅผ ์œ„ํ•ด์„œ๋Š” ๋ณต์žกํ•˜๊ณ  ๊ณ ์œ ํ•œ ์‹คํ—˜ ์„ค๊ณ„๊ฐ€ ํ•„์š”ํ•˜๋‹ค. ํ•˜์ง€๋งŒ ํ˜„์กดํ•˜๋Š” ์—ฐ๊ตฌ์šฉ ์…€ํ”„ ํŠธ๋ž˜ํ‚น ํ”Œ๋žซํผ๋“ค์€ ์ด์— ๋ถ€ํ•ฉํ•˜๋Š” ์ž์œ ๋„๋ฅผ ๋ฐœํœ˜ํ•˜์ง€ ๋ชปํ•œ๋‹ค. ์ด๋Ÿฌํ•œ ๊ฐ„๊ทน์œผ๋กœ ์ธํ•ด ๋งŽ์€ ์—ฐ๊ตฌ์ž๋“ค์ด ๊ฐ์ž์˜ ํ˜„์žฅ ๋ฐ์ดํ„ฐ ์ˆ˜์ง‘ ์—ฐ๊ตฌ์— ํ•„์š”ํ•œ ๋””์ง€ํ„ธ ๋„๊ตฌ๋“ค์„ ์ง์ ‘ ๊ตฌํ˜„ํ•˜๊ณ  ์žˆ๋‹ค. ๋ณธ ์—ฐ๊ตฌ์˜ ๋ชฉํ‘œ๋Š” ์ž์œ ๋„ ๋†’์€---์—ฐ๊ตฌ์  ๋งฅ๋ฝ๊ณผ ๊ฐœ์ธ์  ๋งฅ๋ฝ์„ ์•„์šฐ๋ฅด๋Š” ๋‹ค์–‘ํ•œ ์ƒํ™ฉ์— ํ™œ์šฉํ•  ์ˆ˜ ์žˆ๋Š”---์…€ํ”„ ํŠธ๋ž˜ํ‚น ๊ธฐ์ˆ ์„ ๋””์ž์ธํ•˜๋Š” ๊ฒƒ์ด๋‹ค. ์ด๋ฅผ ์œ„ํ•ด ๋ณธ๊ณ ์—์„œ๋Š” ์˜ด๋‹ˆํŠธ๋ž™(OmniTrack)์ด๋ผ๋Š” ๋””์ž์ธ ์ ‘๊ทผ๋ฒ•์„ ์ œ์•ˆํ•œ๋‹ค. ์˜ด๋‹ˆํŠธ๋ž™์€ ์ž์œ ๋„ ๋†’์€ ์…€ํ”„ ํŠธ๋ž˜ํ‚น์„ ์œ„ํ•œ ๋ฐฉ๋ฒ•๋ก ์ด๋ฉฐ, ๋ฐ˜์ž๋™ ํŠธ๋ž˜ํ‚น(semi-automated tracking)์ด๋ผ๋Š” ์ปจ์…‰์„ ๋ฐ”ํƒ•์œผ๋กœ ์ˆ˜๋™ ๋ฐฉ์‹๊ณผ ์ž๋™ ๋ฐฉ์‹์˜ ์กฐํ•ฉ์„ ํ†ตํ•ด ์ž„์˜์˜ ํŠธ๋ž˜์ปค๋ฅผ ํ‘œํ˜„ํ•  ์ˆ˜ ์žˆ๋‹ค. ๋จผ์ € ์˜ด๋‹ˆํŠธ๋ž™์„ ๊ฐœ์ธ์„ ์œ„ํ•œ ๋ชจ๋ฐ”์ผ ์•ฑ ํ˜•ํƒœ๋กœ ๊ตฌํ˜„ํ•˜์˜€๋‹ค. ์˜ด๋‹ˆํŠธ๋ž™ ์•ฑ์€ ๊ฐœ๊ฐœ์ธ์ด ์ž์‹ ์˜ ํŠธ๋ž˜ํ‚น ๋‹ˆ์ฆˆ์— ๋งž๋Š” ํŠธ๋ž˜์ปค๋ฅผ ์ปค์Šคํ„ฐ๋งˆ์ด์ง•ํ•˜์—ฌ ํ™œ์šฉํ•  ์ˆ˜ ์žˆ๋„๋ก ๊ตฌ์„ฑ๋˜์–ด ์žˆ๋‹ค. ๋ณธ๊ณ ์—์„œ๋Š” ์‚ฌ๋žŒ๋“ค์ด ์–ด๋–ป๊ฒŒ ์˜ด๋‹ˆํŠธ๋ž™์„ ์ž์‹ ์˜ ๋‹ˆ์ฆˆ์— ๋งž๊ฒŒ ํ™œ์šฉํ•˜๋Š”์ง€ ์•Œ์•„๋ณด๊ณ ์ž ์‚ฌ์šฉ์„ฑ ํ…Œ์ŠคํŠธ(usability testing)์™€ ํ•„๋“œ ๋ฐฐํฌ ์—ฐ๊ตฌ(field deployment study)๋ฅผ ์ˆ˜ํ–‰ํ•˜์˜€๋‹ค. ์ฐธ๊ฐ€์ž๋“ค์€ ์˜ด๋‹ˆํŠธ๋ž™์„ ํ™œ๋ฐœํžˆ ์ด์šฉํ•ด ๋‹ค์–‘ํ•œ ๋””์ž์ธ์˜ ํŠธ๋ž˜์ปคโ€”์•„์ฃผ ๋‹จ์ˆœํ•œ ๊ฐ์ • ํŠธ๋ž˜์ปค๋ถ€ํ„ฐ ์—ฌ๋Ÿฌ ๊ฐœ์˜ ํ•„๋“œ๋ฅผ ๊ฐ€์ง„ ๋ณต์žกํ•œ ์ผ์ผ ํ™œ๋™ ํŠธ๋ž˜์ปค๊นŒ์ง€โ€”๋“ค์„ ์ƒ์„ฑํ•˜๊ณ , ์ˆ˜์ •ํ•˜๊ณ , ํ™œ์šฉํ•˜์˜€๋‹ค. ๋‹ค์Œ์œผ๋กœ, ์˜ด๋‹ˆํŠธ๋ž™์„ ํ˜„์žฅ ๋ฐ์ดํ„ฐ ์ˆ˜์ง‘ ์—ฐ๊ตฌ์— ํ™œ์šฉํ•  ์ˆ˜ ์žˆ๋„๋ก ์—ฐ๊ตฌ ํ”Œ๋žซํผ ํ˜•ํƒœ์˜ '์˜ด๋‹ˆํŠธ๋ž™ ๋ฆฌ์„œ์น˜ ํ‚ท(OmniTrack Research Kit)'์œผ๋กœ ํ™•์žฅํ•˜์˜€๋‹ค. ์˜ด๋‹ˆํŠธ๋ž™ ๋ฆฌ์„œ์น˜ ํ‚ท์€ ์—ฐ๊ตฌ์ž๋“ค์ด ํ”„๋กœ๊ทธ๋ž˜๋ฐ ์–ธ์–ด ์—†์ด ์›ํ•˜๋Š” ์‹คํ—˜์„ ์„ค๊ณ„ํ•˜๊ณ  ์˜ด๋‹ˆํŠธ๋ž™ ์•ฑ์„ ์ฐธ๊ฐ€์ž๋“ค์˜ ์Šค๋งˆํŠธํฐ์œผ๋กœ ๋ฐฐํฌํ•  ์ˆ˜ ์žˆ๋„๋ก ๋””์ž์ธ๋˜์—ˆ๋‹ค. ๊ทธ๋ฆฌ๊ณ  ์˜ด๋‹ˆํŠธ๋ž™ ๋ฆฌ์„œ์น˜ ํ‚ท์„ ์ด์šฉํ•ด ์ผ์ง€๊ธฐ๋ก ์—ฐ๊ตฌ(diary study)๋ฅผ ์ง์ ‘ ์ˆ˜ํ–‰ํ•˜์˜€๊ณ , ์ด๋ฅผ ํ†ตํ•ด ์˜ด๋‹ˆํŠธ๋ž™ ์ ‘๊ทผ๋ฒ•์ด ์–ด๋–ป๊ฒŒ ์—ฐ๊ตฌ์ž๋“ค์˜ ์—ฐ๊ตฌ ๋ชฉ์ ์„ ์ด๋ฃจ๋Š” ๋ฐ์— ๋„์›€์„ ์ค„ ์ˆ˜ ์žˆ๋Š”์ง€ ์ง์ ‘ ํ™•์ธํ•˜์˜€๋‹ค. ๋ณธ ์—ฐ๊ตฌ๋Š” ํœด๋จผ-์ปดํ“จํ„ฐ ์ธํ„ฐ๋ž™์…˜(Human-Computer Interaction) ๋ฐ ์œ ๋น„์ฟผํ„ฐ์Šค ์ปดํ“จํŒ…(Ubiquitous Computing) ๋ถ„์•ผ์— ๊ธฐ์ˆ ์  ์‚ฐ์ถœ๋ฌผ๋กœ์จ ๊ธฐ์—ฌํ•˜๋ฉฐ, ์ž์œ ๋„ ๋†’์€ ์…€ํ”„ ํŠธ๋ž˜ํ‚น ๋„๊ตฌ๊ฐ€ ์–ด๋–ป๊ฒŒ ๊ฐœ์ธ๊ณผ ์—ฐ๊ตฌ์ž๋“ค์„ ๋„์šธ ์ˆ˜ ์žˆ๋Š”์ง€ ์‹ค์ฆ์ ์ธ ์ดํ•ด๋ฅผ ์ฆ์ง„ํ•œ๋‹ค. ๋˜ํ•œ, ์ž์œ ๋„ ๋†’์€ ์…€ํ”„ํŠธ๋ž˜ํ‚น ๊ธฐ์ˆ ์— ๋Œ€ํ•œ ๋””์ž์ธ์  ๋‚œ์ œ, ์—ฐ๊ตฌ์—์„œ ์ œ์‹œํ•œ ์‹œ์Šคํ…œ์— ๋Œ€ํ•œ ๊ฐœ์„ ๋ฐฉ์•ˆ, ๋งˆ์ง€๋ง‰์œผ๋กœ ๋ณธ ์—ฐ๊ตฌ์—์„œ ๋‹ค๋ฃจ์ง€ ๋ชปํ•œ ๋‹ค๋ฅธ ์ง‘๋‹จ์„ ์ง€์›ํ•˜๊ธฐ ์œ„ํ•œ ํ–ฅํ›„ ์—ฐ๊ตฌ ๋…ผ์ œ์— ๋Œ€ํ•˜์—ฌ ๋…ผ์˜ํ•œ๋‹ค.Abstract CHAPTER 1. Introduction 1.1 Background and Motivation 1.2 Research Questions and Approaches 1.2.1 Designing a Flexible Self-Tracking Approach Leveraging Semiautomated Tracking 1.2.2 Design and Evaluation of OmniTrack in Individual Tracking Contexts 1.2.3 Designing a Research Platform for In Situ Data Collection Studies Leveraging OmniTrack 1.2.4 A Case Study of Conducting an In Situ Data Collection Study using the Research Platform 1.3 Contributions 1.4 Structure of this Dissertation CHAPTER 2. Related Work 2.1 Background on Self-Tracking 2.1.1 Self-Tracking in Personal Tracking Contexts 2.1.2 Utilization of Self-Tracking in Other Contexts 2.2 Barriers Caused by Limited Tool Support 2.2.1 Limited Tools and Siloed Data in Personal Tracking 2.2.2 Challenges of the Instrumentation for In Situ Data Collection 2.3 Flexible Self-Tracking Approaches 2.3.1 Appropriation of Generic Tools 2.3.2 Universal Tracking Systems for Individuals 2.3.3 Research Frameworks for In Situ Data Collection 2.4 Grounding Design Approach: Semi-Automated Tracking 2.5 Summary of Related Work CHAPTER3 DesigningOmniTrack: a Flexible Self-Tracking Approach 3.1 Design Goals and Rationales 3.2 System Design and User Interfaces 3.2.1 Trackers: Enabling Flexible Data Inputs 3.2.2 Services: Integrating External Trackers and Other Services 3.2.3 Triggers: Retrieving Values Automatically 3.2.4 Streamlining Tracking and Lowering the User Burden 3.2.5 Visualization and Feedback 3.3 OmniTrack Use Cases 3.3.1 Tracker 1: Beer Tracker 3.3.2 Tracker 2: SleepTight++ 3.3.3 Tracker 3: Comparison of Automated Trackers 3.4 Summary CHAPTER 4. Understanding HowIndividuals Adopt and Adapt OmniTrack 4.1 Usability Study 4.1.1 Participants 4.1.2 Procedure and Study Setup 4.1.3 Tasks 4.1.4 Results and Discussion 4.1.5 Improvements A_er the Usability Study 4.2 Field Deployment Study 4.2.1 Study Setup 4.2.2 Participants 4.2.3 Data Analysis and Results 4.2.4 Reflections on the Deployment Study 4.3 Discussion 4.3.1 Expanding the Design Space for Self-Tracking 4.3.2 Leveraging Other Building Blocks of Self-Tracking 4.3.3 Sharing Trackers with Other People 4.3.4 Studying with a Broader Audience 4.4 Summary CHAPTER 5. Extending OmniTrack for Supporting In Situ Data Collection Studies 5.1 Design Space of Study Instrumentation for In-Situ Data Collection 5.1.1 Experiment-Level Dimensions 5.1.2 Condition-Level Dimensions 5.1.3 Tracker-Level Dimensions 5.1.4 Reminder/Trigger-Level Dimensions 5.1.5 Extending OmniTrack to Cover the Design Space 5.2 Design Goals and Rationales 5.3 System Design and User Interfaces 5.3.1 Experiment Management and Collaboration 5.3.2 Experiment-level Configurations 5.3.3 A Participants Protocol for Joining the Experiment 5.3.4 Implementation 5.4 Replicated Study Examples 5.4.1 Example A: Revisiting the Deployment Study of OmniTrack 5.4.2 Example B: Exploring the Clinical Applicability of a Mobile Food Logger 5.4.3 Example C: Understanding the Effect of Cues and Positive Reinforcement on Habit Formation 5.4.4 Example D: Collecting Stress and Activity Data for Building a Prediction Model 5.5 Discussion 5.5.1 Supporting Multiphase Experimental Design 5.5.2 Serving as Testbeds for Self-Tracking Interventions 5.5.3 Exploiting the Interaction Logs 5.6 Summary CHAPTER 6. Using the OmniTrack Research Kit: A Case Study 6.1 Study Background and Motivation 6.2 OmniTrack Configuration for Study Instruments 6.3 Participants 6.4 Study Procedure 6.5 Dataset and Analysis 6.6 Study Result 6.6.1 Diary Entries 6.6.2 Aspects of Productivity Evaluation 6.6.3 Productive Activities 6.7 Experimenter Experience of OmniTrack 6.8 Participant Experience of OmniTrack 6.9 Implications 6.9.1 Visualization Support for Progressive, Preliminary Analysis of Collected Data 6.9.2 Inspection to Prevent Misconfiguration 6.9.3 Providing More Alternative Methods to Capture Data 6.10 Summary CHAPTER 7. Discussion 7.1 Lessons Learned 7.2 Design Challenges and Implications 7.2.1 Making the Flexibility Learnable 7.2.2 Additive vs. Subtractive Design for Flexibility 7.3 Future Opportunities for Improvement 7.3.1 Utilizing External Information and Contexts 7.3.2 Providing Flexible Visual Feedback 7.4 Expanding Audiences of OmniTrack 7.4.1 Supporting Clinical Contexts 7.4.2 Supporting Self-Experimenters 7.5 Limitations CHAPTER 8. Conclusion 8.1 Summary of the Approaches 8.2 Summary of Contributions 8.2.1 Artifact Contributions 8.2.2 Empirical Research Contributions 8.3 Future Work 8.3.1 Understanding the Long-term E_ect of OmniTrack 8.3.2 Utilizing External Information and Contexts 8.3.3 Extending the Input Modality to Lower the Capture Burden 8.3.4 Customizable Visual Feedback 8.3.5 Community-Driven Tracker Sharing 8.3.6 Supporting Multiphase Study Design 8.4 Final Remarks APPENDIX A. Study Material for Evaluations of the OmniTrack App A.1 Task Instructions for Usability Study A.2 The SUS (System Usability Scale) Questionnaire A.3 Screening Questionnaire for Deployment Study A.4 Exit Interview Guide for Deployment Study A.5 Deployment Participant Information APPENDIX B Study Material for Productivity Diary Study B.1 Recruitment Screening Questionnaire B.2 Exit Interview Guide Abstract (Korean)Docto

    Modern Socio-Technical Perspectives on Privacy

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    This open access book provides researchers and professionals with a foundational understanding of online privacy as well as insight into the socio-technical privacy issues that are most pertinent to modern information systems, covering several modern topics (e.g., privacy in social media, IoT) and underexplored areas (e.g., privacy accessibility, privacy for vulnerable populations, cross-cultural privacy). The book is structured in four parts, which follow after an introduction to privacy on both a technical and social level: Privacy Theory and Methods covers a range of theoretical lenses through which one can view the concept of privacy. The chapters in this part relate to modern privacy phenomena, thus emphasizing its relevance to our digital, networked lives. Next, Domains covers a number of areas in which privacy concerns and implications are particularly salient, including among others social media, healthcare, smart cities, wearable IT, and trackers. The Audiences section then highlights audiences that have traditionally been ignored when creating privacy-preserving experiences: people from other (non-Western) cultures, people with accessibility needs, adolescents, and people who are underrepresented in terms of their race, class, gender or sexual identity, religion or some combination. Finally, the chapters in Moving Forward outline approaches to privacy that move beyond one-size-fits-all solutions, explore ethical considerations, and describe the regulatory landscape that governs privacy through laws and policies. Perhaps even more so than the other chapters in this book, these chapters are forward-looking by using current personalized, ethical and legal approaches as a starting point for re-conceptualizations of privacy to serve the modern technological landscape. The bookโ€™s primary goal is to inform IT students, researchers, and professionals about both the fundamentals of online privacy and the issues that are most pertinent to modern information systems. Lecturers or teacherscan assign (parts of) the book for a โ€œprofessional issuesโ€ course. IT professionals may select chapters covering domains and audiences relevant to their field of work, as well as the Moving Forward chapters that cover ethical and legal aspects. Academicswho are interested in studying privacy or privacy-related topics will find a broad introduction in both technical and social aspects
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