220 research outputs found

    Concept, implementation, and evaluation of a multimodal interaction style for music programming

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    The Accessibility of Mathematical Notation on the Web and Beyond

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    This paper serves two purposes. First, it offers an overview of the role of the Mathematical Markup Language (MathML) in representing mathematical notation on the Web, and its significance for accessibility. To orient the discussion, hypotheses are advanced regarding users’ needs in connection with the accessibility of mathematical notation. Second, current developments in the evolution of MathML are reviewed, noting their consequences for accessibility, and commenting on prospects for future improvement in the concrete experiences of users of assistive technologies. Recommendations are advanced for further research and development activities, emphasizing the cognitive aspects of user interface design

    The design of sonically-enhanced widgets

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    This paper describes the design of user-interface widgets that include non-speech sound. Previous research has shown that the addition of sound can improve the usability of human–computer interfaces. However, there is little research to show where the best places are to add sound to improve usability. The approach described here is to integrate sound into widgets, the basic components of the human–computer interface. An overall structure for the integration of sound is presented. There are many problems with current graphical widgets and many of these are difficult to correct by using more graphics. This paper presents many of the standard graphical widgets and describes how sound can be added. It describes in detail usability problems with the widgets and then the non-speech sounds to overcome them. The non-speech sounds used are earcons. These sonically-enhanced widgets allow designers who are not sound experts to create interfaces that effectively improve usability and have coherent and consistent sounds

    A Graph Description Language for Blind Programmers

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    Sighted people often overestimate the usefulness of tactile diagrams for blind people who need to perceive and comprehend entities and relationships in visual structural graphs. Sighted software developers can acquire an overview of the structure of a Unified Modeling Language (UML) design diagram after a quick visual scan. Blind developers using tactile diagrams are impeded by the serial nature of scanning these diagrams with their fingers. However, blind programmers are experts at using text-to-speech screen readers to verbalize lines of existing code at a very rapid rate. Comprehending and debugging code with a screen reader happens extremely quickly because blind developers have a lot of practice using such tools. This paper reports on using a block-structured diagram description language with syntax and keywords similar to modern programming languages to capture and communicate entities and relationships in standard UML diagram types. Prototype software tools include utilities for verifying textual UML models, for converting between textual representations useful to blind versus sighted programmers, and for generating visual diagrams for communications with colleagues. Creating this language in support of a blind student in an object oriented design course helped to accelerate acquisition and communication of design concepts among students and the instructor

    Making Scientific and Technical Materials Pervasively Accessible

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    In this paper, the question is explored of what policies, standards and practices are desirable to ensure that hardware, software and publications in the sciences and associated disciplines are created from the outset to be accessible to people with disabilities. Insight into this question can be obtained by considering the unique accessibility challenges that these materials pose, including complexities of notation, language, and graphical representation. Having analyzed what sets this problem apart from broader issues of accessibility, the advantages and limitations of current international standards are reviewed, and contemporary developments in standards and policies are considered from a strategic perspective. These developments include the establishment of accessibility requirements for e-books and e-readers under the European Accessibility Act, the potential role of process-oriented accessibility standards such as ISO/IEC 30071-1:2019, and opportunities for enhancing the standards applicable to scientific materials via future revisions of the World Wide Web Consortium’s Web Content Accessibility Guidelines (WCAG). The accessibility of scientific and technical content is ultimately supported by several interrelated human rights recognized in international disability rights law, which constitute a foundation for further evaluation and development of policies. It is argued that attaining pervasive accessibility in scientific and technical fields requires an unprecedented level of commitment and collaboration among educators, scientists, content and software producers, regulators, and people with disabilities

    Exploring User Interface Improvements for Software Developers who are Blind

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    Software developers who are blind and interact with the computer non-visually face unique challenges with information retrieval. We explore the use of speech and Braille combined with software to provide an improved interface to aid with challenges associated with information retrieval. We motivate our design on common tasks performed by students in a software development course using a Microprocessor without Interlocked Pipeline Stages (MIPS) architecture simulation tool. We test our interface via a single-subject longitudinal study, and we measure and show improvement in both the user’s performance and the user experience

    Proceedings of the 4th Workshop on Interacting with Smart Objects 2015

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    These are the Proceedings of the 4th IUI Workshop on Interacting with Smart Objects. Objects that we use in our everyday life are expanding their restricted interaction capabilities and provide functionalities that go far beyond their original functionality. They feature computing capabilities and are thus able to capture information, process and store it and interact with their environments, turning them into smart objects

    Both Generic Design and Different Forms of Designing

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    This paper defends an augmented cognitively oriented "generic-design hypothesis": There are both significant similarities between the design activities implemented in different situations and crucial differences between these and other cognitive activities; yet, characteristics of a design situation (i.e., related to the designers, the artefact, and other task variables influencing these two) introduce specificities in the corresponding design activities and cognitive structures that are used. We thus combine the generic-design hypothesis with that of different "forms" of designing. In this paper, outlining a number of directions that need further elaboration, we propose a series of candidate dimensions underlying such forms of design
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