930 research outputs found

    Emerging issues and current trends in assistive technology use 2007-1010: practising, assisting and enabling learning for all

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    Following an earlier review in 2007, a further review of the academic literature relating to the uses of assistive technology (AT) by children and young people was completed, covering the period 2007-2011. As in the earlier review, a tripartite taxonomy: technology uses to train or practise, technology uses to assist learning and technology uses to enable learning, was used in order to structure the findings. The key markers for research in this field and during these three years were user involvement, AT on mobile mainstream devices, the visibility of AT, technology for interaction and collaboration, new and developing interfaces and inclusive design principles. The paper concludes by locating these developments within the broader framework of the Digital Divide

    Overviews and their effect on interaction in the auditory interface.

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    PhDAuditory overviews have the potential to improve the quality of auditory interfaces. However, in order to apply overviews well, we must understand them. Specifically, what are they and what is their impact? This thesis presents six characteristics that overviews should have. They should be a structured representation of the detailed information, define the scope of the material, guide the user, show context and patterns in the data, encourage exploration of the detail and represent the current state of the data. These characteristics are guided by a systematic review of visual overview research, analysis of established visual overviews and evaluation of how these characteristics fit current auditory overviews. The second half of the thesis evaluates how the addition of an overview impacts user interaction. While the overviews do not improve performance, they do change the navigation patterns from one of data exploration and discovery to guided and directed information seeking. With these two contributions, we gain a better understanding of how overviews work in an auditory interface and how they might be exploited more effectively

    Age-related cognitive decline and navigation in electronic environments

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    The older population is increasing, as is life expectancy. Technical devices are becoming more widespread and used for many everyday tasks. Knowledge about new technology is important to remain as an active and independent part of the society. However, if an old user group should have equal access to this technology, new demands will be placed on the design of interfaces and devices. With respect to old users it is and will be important to develop technical devices and interfaces that take the age-related decline in physical and cognitive abilities into account. The aim of this work was to investigate to what extent the age-related cognitive decline affects performance on different computer-related tasks and the use of different interfaces. With respect to the use of computer interfaces, two studies were conducted. In the first study, the information was presented with a hierarchical structure. In the second study the information was presented as a 3D-environment, and it was also investigated how an overview map could support navigation. The third study examined the age-related cognitive decline in the use of a small mobile phone display with a hierarchical information structure. The results from the studies showed that the most pronounced age-related difference was found in the use of the 3D-environment. Within this environment, prior experience was found to have the largest impact on performance. Regarding the hierarchical information structures, prior experience seemed to have a larger impact on performance of easy tasks, while age and cognitive abilities had a larger impact on performance of more complex tasks. With respect to navigation aids, the overview map in the 3D-environment did not reduce the age-differences; however, it contributed to a better perceived orientation and reduced the feeling of being lost

    AccessMakers: A Platform for Inclusive Innovation

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    This paper focuses on the feasibility of deploying collaborative user networks to address accessibility challenges faced by people with disabilities. It describes the creation of AccessMakers, a multi-­‐stakeholder design process and online community that supports organizations to identify opportunities for innovation by engaging stakeholders who face access barriers. The author, a designer with low-­‐vision, describes his practice-­‐based research journey from the development of a theoretical model of access barriers as a type of breakdown in service systems, to his effort to re-­‐frame accessibility as a user-­‐, or customer-­‐, experience (UX/CX). The paper includes a review of emerging collaborative practices including open innovation, user innovation, and co-­‐production/co-­‐ creation in public services to demonstrate the feasibility of moving beyond regulatory and legalistic approaches to accessibility. Finally, the author describes how he prototyped a storytelling technique to capture access barrier experiences for collaborative networks, and used it as the kernel of the AccessMakers platform

    Program Comprehension Through Sonification

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    Background: Comprehension of computer programs is daunting, thanks in part to clutter in the software developer's visual environment and the need for frequent visual context changes. Non-speech sound has been shown to be useful in understanding the behavior of a program as it is running. Aims: This thesis explores whether using sound to help understand the static structure of programs is viable and advantageous. Method: A novel concept for program sonification is introduced. Non-speech sounds indicate characteristics of and relationships among a Java program's classes, interfaces, and methods. A sound mapping is incorporated into a prototype tool consisting of an extension to the Eclipse integrated development environment communicating with the sound engine Csound. Developers examining source code can aurally explore entities outside of the visual context. A rich body of sound techniques provides expanded representational possibilities. Two studies were conducted. In the first, software professionals participated in exploratory sessions to informally validate the sound mapping concept. The second study was a human-subjects experiment to discover whether using the tool and sound mapping improve performance of software comprehension tasks. Twenty-four software professionals and students performed maintenance-oriented tasks on two Java programs with and without sound. Results: Viability is strong for differentiation and characterization of software entities, less so for identification. The results show no overall advantage of using sound in terms of task duration at a 5% level of significance. The results do, however, suggest that sonification can be advantageous under certain conditions. Conclusions: The use of sound in program comprehension shows sufficient promise for continued research. Limitations of the present research include restriction to particular types of comprehension tasks, a single sound mapping, a single programming language, and limited training time. Future work includes experiments and case studies employing a wider set of comprehension tasks, sound mappings in domains other than software, and adding navigational capability for use by the visually impaired

    Hypertext Semiotics in the Commercialized Internet

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    Die Hypertext Theorie verwendet die selbe Terminologie, welche seit Jahrzehnten in der semiotischen Forschung untersucht wird, wie z.B. Zeichen, Text, Kommunikation, Code, Metapher, Paradigma, Syntax, usw. Aufbauend auf jenen Ergebnissen, welche in der Anwendung semiotischer Prinzipien und Methoden auf die Informatik erfolgreich waren, wie etwa Computer Semiotics, Computational Semiotics und Semiotic Interface Engineering, legt diese Dissertation einen systematischen Ansatz fĂŒr all jene Forscher dar, die bereit sind, Hypertext aus einer semiotischen Perspektive zu betrachten. Durch die VerknĂŒpfung existierender Hypertext-Modelle mit den Resultaten aus der Semiotik auf allen Sinnesebenen der textuellen, auditiven, visuellen, taktilen und geruchlichen Wahrnehmung skizziert der Autor Prolegomena einer Hypertext-Semiotik-Theorie, anstatt ein völlig neues Hypertext-Modell zu prĂ€sentieren. Eine EinfĂŒhrung in die Geschichte der Hypertexte, von ihrer Vorgeschichte bis zum heutigen Entwicklungsstand und den gegenwĂ€rtigen Entwicklungen im kommerzialisierten World Wide Web bilden den Rahmen fĂŒr diesen Ansatz, welcher als Fundierung des BrĂŒckenschlages zwischen Mediensemiotik und Computer-Semiotik angesehen werden darf. WĂ€hrend Computer-Semiotiker wissen, dass der Computer eine semiotische Maschine ist und Experten der kĂŒnstlichen Intelligenz-Forschung die Rolle der Semiotik in der Entwicklung der nĂ€chsten Hypertext-Generation betonen, bedient sich diese Arbeit einer breiteren methodologischen Basis. Dementsprechend reichen die Teilgebiete von Hypertextanwendungen, -paradigmen, und -strukturen, ĂŒber Navigation, Web Design und Web Augmentation zu einem interdisziplinĂ€ren Spektrum detaillierter Analysen, z.B. des Zeigeinstrumentes der Web Browser, des Klammeraffen-Zeichens und der sogenannten Emoticons. Die Bezeichnung ''Icon'' wird als unpassender Name fĂŒr jene Bildchen, welche von der graphischen BenutzeroberflĂ€che her bekannt sind und in Hypertexten eingesetzt werden, zurĂŒckgewiesen und diese Bildchen durch eine neue Generation mĂ€chtiger Graphic Link Markers ersetzt. Diese Ergebnisse werden im Kontext der Kommerzialisierung des Internet betrachtet. Neben der Identifizierung der Hauptprobleme des eCommerce aus der Perspektive der Hypertext Semiotik, widmet sich der Autor den InformationsgĂŒtern und den derzeitigen Hindernissen fĂŒr die New Economy, wie etwa der restriktiven Gesetzeslage in Sachen Copyright und Intellectual Property. Diese anachronistischen BeschrĂ€nkungen basieren auf der problematischen Annahme, dass auch der Informationswert durch die Knappheit bestimmt wird. Eine semiotische Analyse der iMarketing Techniken, wie z.B. Banner Werbung, Keywords und Link Injektion, sowie Exkurse ĂŒber den Browser Krieg und den Toywar runden die Dissertation ab

    Designing Effective Interfaces for Older Users

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    The thesis examines the factors that need to be considered in order to undertake successful design of user interfaces for older users. The literature on aging is surveyed for age related changes that are of relevance to interface design. The findings from the literature review are extended and placed in a human context using observational studies of older people and their supporters as these older people attempted to learn about and use computers. These findings are then applied in three case studies of interface design and product development for older users. These case studies are reported and examined in depth. For each case study results are presented on the acceptance of the final product by older people. These results show that, for each case study, the interfaces used led to products that the older people evaluating them rated as unusually suitable to their needs as older users. The relationship between the case studies and the overall research aims is then examined in a discussion of the research methodology. In the case studies there is an evolving approach used in developing the interface designs. This approach includes intensive contribution by older people to the shaping of the interface design. This approach is analyzed and is presented as an approach to designing user interfaces for older people. It was found that a number of non-standard techniques were useful in order to maximize the benefit from the involvement of the older contributors and to ensure their ethical treatment. These techniques and the rationale behind them are described. Finally the interface design approach that emerged has strong links to the approach used by the UTOPIA team based at the university of Dundee. The extent to which the thesis provides support for the UTOPIA approach is discussed

    E-Learning

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    E-learning enables students to pace their studies according to their needs, making learning accessible to (1) people who do not have enough free time for studying - they can program their lessons according to their available schedule; (2) those far from a school (geographical issues), or the ones unable to attend classes due to some physical or medical restriction. Therefore, cultural, geographical and physical obstructions can be removed, making it possible for students to select their path and time for the learning course. Students are then allowed to choose the main objectives they are suitable to fulfill. This book regards E-learning challenges, opening a way to understand and discuss questions related to long-distance and lifelong learning, E-learning for people with special needs and, lastly, presenting case study about the relationship between the quality of interaction and the quality of learning achieved in experiences of E-learning formation
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