948 research outputs found

    Include 2011 : The role of inclusive design in making social innovation happen.

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    Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation

    Introducing Accessibility Requirements Through External Stakeholder Utilization in an Undergraduate Requirements Engineering Course

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    Undergraduate software engineering courses aim to prepare students to deliver software in a variety of domains. The manner in which these courses are conducted varies, though team projects with real or imaginary stakeholders are common. While the key course concepts vary from the entire lifecycle to specific aspects of design, concepts like accessibility are rare. This paper will present a study of team projects in a requirements engineering course. One group of students conducted projects with accessibility requirements while another group of students delivered projects without accessibility requirements. The course content was the same, including discussion of accessibility. To support the understanding of accessibility, stakeholders with disabilities were included in the requirements engineering process. Both teams benefited from the experience as indirect knowledge acquisition occurred. Students from a previous offering of the course, with no external stakeholder interaction, demonstrated lower levels of accessibility understanding

    The VIVID model : accessible IT e-learning environments for the vision impaired

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    Sighted learners and vision impaired learners experience different problems when accessing e-learning environments. Web designers use complex visual images and interactive features which learners with vision impairment are unable to access. Learners with vision impairment must rely on assistive technologies to acquire the information they are seeking. Vision impaired learners must have conversion facilities to translate the contents of these displays into readable and accessible formats.This research identifies problems faced by learners with vision impairment and demonstrates how e-learning environments must be modified to ensure success. The most significant problems are the lack of accessibility to teaching materials and an inability to participate in the learning experience to the same extent as sighted learners. Learning materials designed for sighted learners are often unsuited to those with vision impairment. Frequently, text provided is too small and unable to be altered; colour graphics are of little value unless accompanied by text or audio description and interactive Web sites present numerous challenges in navigation. Most courses are designed for sighted learners and learners with vision impairment struggle to maintain the required timeframe because of difficulties in reading texts and documents, completing assignments and sourcing reference materials due to their inaccessible formats and presentation.These problems result in lower academic achievement for vision impaired learners, which in turn lead to a lack of choices in employment opportunities. Learning environments for people with vision impairment need specific consideration in design and implementation. This ensures that the learning materials meet their needs and allow maximum accessibility so that the learners can achieve the same outcomes as their sighted peers.There is a small number of existing models to assist the design of e-learning sites for people with a disability. Kelley’s holistic model (2005) and Seale’s contextualised model (2006) are designed for people with disabilities in general and not specifically for those with vision impairment. Lazar’s Web accessibility integration model (2004) does not take into account the importance of social elements. Prougestaporn’s WAVIP model, (2010) whilst it has generic guidelines, the model is limited in its scope.Venable’s Design Science Research method was chosen to investigate the specific problems faced by vision impaired learners enrolled in IT e-learning courses. The characteristics of approximately one hundred adult vision impaired learners were investigated using two case study environments. The data were collected by observation and semi-structured interviews. Additionally, data were collected from these same learners to identify their specific needs in a Web-based learning situation. Accessibility needs were also identified and analysed. These activities involved the Problem Diagnosis stage in the Design Science Research model. Accessibility guidelines and legal and statutory requirements from several sources were also investigated. The components needed to deliver an effective, fully accessible IT curriculum in two Web-based e-learning environments for the vision impaired was then identified.Information was compiled from studying two learning environments for the vision impaired. Data instruments used in this phase were observations and semi-structured interviews with vision impaired learners and teachers. These activities involved the Problem Diagnosis and Theory Building stages of the Venable model. The relationships between the characteristics and needs of the learner, and the components of the learning environment for an Information and Communications and Technology (ICT) curriculum were analysed and then synthesised to build a conceptual model of an effective Web-based e-learning environment for the vision impaired.A new theoretical model, the Vision Impaired using Virtual IT Discovery (VIVID) was then developed. This holistic framework takes into account the specific needs of vision impaired learners. It also includes a social element which vision impaired learners identified as being extremely important to the success of their learning. This activity involved both the Technology Design/Invention state and the Theory Building stage in the Venable model.An evaluation was carried out by a focus group of eight experts in the field of accessible and e-learning course design and the model was then modified to incorporate their suggestions.The resulting model is a high level, comprehensive conceptual model that can be applied in differing pedagogical environments relating to IT education for adult learners with vision disabilities. It provides a framework to guide education managers, instructional designers and developers who are creating accessible IT e-learning environments for the vision impaired.Whilst this model relates only to the IT area, further research could extend its use to other curriculum areas and to those learners with multiple disabilities

    Septo-Optic Dysplasia: Educational Issues

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    Ninety-nine articles published in professional journals related to septo-optic dysplasia (SOD) or the education of young blind children were reviewed by a special education teacher and parent of a blind one year old boy diagnosed with SOD. The articles were classified by publication type (e.g., research studies, descriptive articles, guides, position papers, reviews of literature). Fifty-three of the 99 articles were research studies; these 53 research studies were classified by research design (i.e., quantitative, qualitative, or mixed methods); the participants and data sources of each study were identified; and the findings of each study were summarized. All 99 articles were then analyzed using a modified version of the Stevick-Callaizi-Keen method to draw out the essential themes of this body of literature. The 11 themes that emerged from this analysis included: (a) septo-optic dysplasia and optic nerve hypoplasia; (b) parenting and early intervention; (c) cognitive development; (d) language development; (e) orientation and mobility; (f) social behavior; (g) assistive technology; (h) educational placement; (i) emergent literacy; (j) Braille literacy; and (k) assessment. These themes were then considered from the author's roles of parent and teacher

    Using Serious Games to Create Awareness on Visual Impairments

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    Visual impairments define a wide spectrum of disabilities that vary in severity, from the need to wear glasses, to permanent loss of vision or blindness. This paper discusses the process undertaken in creating two simulators, one which emulates partially-sighted visual impairment and another focused on full -blindness. In order to create the simulators, extensive research was conducted surrounding the effects of partially-sightedness and blindness, highlighting existing software and games that promote awareness for visual impairments. This paper underlines the necessity of raising awareness for visual impairments and the effectiveness of applying serious games for this very goal. After developing the simulators, experiments were conducted to evaluate the effectiveness of it. Findings from the experiments were analysed and documented

    A Formal Approach to Computer Aided 2D Graphical Design for Blind People

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    The growth of computer aided drawing systems for blind people (CADB) has long been recognised and has increased in interest within the assistive technology research area. The representation of pictorial data by blind and visually impaired (BVI) people has recently gathered momentum with research and development; however, a survey of published literature on CADB reveals that only marginal research has been focused on the use of a formal approach for on screen spatial orientation, creation and reuse of graphics artefacts. To realise the full potential of CADB, such systems should possess attributes of usability, spatial navigation and shape creation features without which blind users drawing activities are less likely to be achieved. As a result of this, usable, effective and self-reliant CADB have arisen from new assistive Technology (AT) research. This thesis contributes a novel, abstract, formal approach that facilitates BVI users to navigate on the screen, create computer graphics/diagrams using 2D shapes and user-defined images. Moreover, the research addresses the specific issues involved with user language by formulating specific rules that make BVI user interaction with the drawing effective and easier. The formal approach proposed here is descriptive and it is specified at a level of abstraction above the concrete level of system technologies. The proposed approach is unique in problem modelling and syntheses of an abstract computer-based graphics/drawings using a formal set of user interaction commands. This technology has been applied to enable blind users to independently construct drawings to satisfy their specific needs without recourse to a specific technology and without the intervention of support workers. The specification aims to be the foundation for a system scope, investigation guidelines and user-initiated command-driven interaction. Such an approach will allow system designers and developers to proceed with greater conceptual clarity than it is possible with current technologies that is built on concrete system-driven prototypes. In addition to the scope of the research the proposed model has been verified by various types of blind users who have independently constructed drawings to satisfy their specific needs without the intervention of support workers. The effectiveness and usability of the proposed approach has been compared against conventional non-command driven drawing systems by different types of blind users. The results confirm that the abstract formal approach proposed here using command-driven means in the context of CADB enables greater comprehension by BVI users. The innovation can be used for both educational and training purposes. The research, thereby sustaining the claim that the abstract formal approach taken allows for the greater comprehension of the command-driven means in the context of CADB, and how the specification aid the design of such a system

    Using an essentiality and proficiency approach to improve the web browsing experience of visually impaired users

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    Increased volumes of content exacerbate the Web accessibility issues faced by people with visual impairments. Essentiality & Proficiency is presented as one method of easing access to information in Websites by addressing the volume of content coupled with how it is presented. This research develops the concept of Essentiality for Web authors. A preliminary survey was conducted to understand the accessibility issues faced by people with visual impairments. Structured interviews were conducted with twelve participants and a further 26 participants responded to online questionnaires. In total there were 38 participants (both sexes), aged 18 to 54 years. 68% had visual impairments, three had motor issues, one had a hearing impairment and two had cognitive impairments. The findings show that the overload of information on a page was the most prominent difficulty experienced when using the Web. The findings from the preliminary survey fed into an empirical study. Four participants aged 21 to 54 years (both sexes) from the preliminary survey were presented with a technology demonstrator to check the feasibility of Essentiality & Proficiency in the real environment. It was found that participants were able to identify and appreciate the reduced volume of information. This initiated the iterative development of the prototype tool. Microformatting is used in the development of the Essentiality & Proficiency prototype tool to allow the reformulated Web pages to remain standards compliant. There is a formative evaluation of the prototype tool using an experimental design methodology. A convenience sample of nine participants (both sexes) with a range of visual impairments, aged 18 to 52 performed tasks on a computer under three essentiality conditions. With an alpha level .05, the evaluation of the Essentiality & Proficiency tool has been shown to offer some improvement in accessing information

    Educating Students with Visual Impairments in the General Education Setting

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    This research study was aimed at describing the experiences of visually impaired students and their teachers about their experiences within the general education setting. The purpose of this study was to collect and report interview data, corroborated with observational data in order to provide rich, descriptive data based on the participants’ experiences. A case study approach was used to gather the data in a naturalistic setting. In this case study, all student participants were individuals with visual impairments along the spectrum of being legally blind. Findings of this study revealed four emerging themes that produced evidence of the unique participant’s experiences. These four themes were described as: acknowledging sense of self, depending on structures of support, desiring a sense of normalcy, and responding to barriers. From the emergence of these, several implications related to the participant’s experiences revealed a support in literature related to teacher training and support and providing appropriate services

    Gaps and needs analysis: european report and roadmap

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    Needs assessment analysis within the ISOLEARN project focused on under-researched topic of needs in education process of visually and hearing impaired students in HE in Europe. Applying a mixed-method design with desk research, a web survey with students and in-depth interviews with representatives of higher education institutions revealed valuable feedback for increasing the understanding on needs of this vulnerable group. These two groups need different adaptations as they have different needs. Also we can say they are not satisfied with current adaptations and there is a lot of room for improvement. From the interviews and also desk research we can conclude, that the institutions are trying to help students on their way to academic success, but results of the survey shows, that they (institutions) are successful only to a certain extent.info:eu-repo/semantics/publishedVersio

    Software Usability

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    This volume delivers a collection of high-quality contributions to help broaden developers’ and non-developers’ minds alike when it comes to considering software usability. It presents novel research and experiences and disseminates new ideas accessible to people who might not be software makers but who are undoubtedly software users
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