16 research outputs found

    Multi-Lifespan Information System Design

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    Contemporary information ecosystems evolve at lightening speed. Last year’s cutting edge innovations are this year’s standard fare and next year’s relics. An information innovation can be implemented, made available through the Internet, and appropriated within 24 hours. Yet, significant societal problems engage much longer timeframes. In 2010 Friedman and Nathan pointed to a fundamental disconnect between mainstream design thinking and these longer-term problems. To address this disconnect, they proposed a multi-lifespan information system design framing. This workshop builds on previous work by the organizers and others to: (1) elaborate and identify new opportunities and challenges in taking up multi-lifespan information system design problems, and (2) generate critical and constructive discussions for further development of multi- lifespan information system design thinking.

    Making GDPR Usable: A Model to Support Usability Evaluations of Privacy

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    We introduce a new model for evaluating privacy that builds on the criteria proposed by the EuroPriSe certification scheme by adding usability criteria. Our model is visually represented through a cube, called Usable Privacy Cube (or UP Cube), where each of its three axes of variability captures, respectively: rights of the data subjects, privacy principles, and usable privacy criteria. We slightly reorganize the criteria of EuroPriSe to fit with the UP Cube model, i.e., we show how EuroPriSe can be viewed as a combination of only rights and principles, forming the two axes at the basis of our UP Cube. In this way we also want to bring out two perspectives on privacy: that of the data subjects and, respectively, that of the controllers/processors. We define usable privacy criteria based on usability goals that we have extracted from the whole text of the General Data Protection Regulation. The criteria are designed to produce measurements of the level of usability with which the goals are reached. Precisely, we measure effectiveness, efficiency, and satisfaction, considering both the objective and the perceived usability outcomes, producing measures of accuracy and completeness, of resource utilization (e.g., time, effort, financial), and measures resulting from satisfaction scales. In the long run, the UP Cube is meant to be the model behind a new certification methodology capable of evaluating the usability of privacy, to the benefit of common users. For industries, considering also the usability of privacy would allow for greater business differentiation, beyond GDPR compliance.Comment: 41 pages, 2 figures, 1 table, and appendixe

    Computing technology in international development: who, what, where, when, why and how

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    Building on the successes of prior workshops at CHI and other HCI conferences on computing in international development, we propose a panel to engage with the broader CHI community. Topics to be discussed include why international development is important to HCI as a discipline, and how CHI researchers and practitioners who are not already involved in international development can contribute

    Defining Functional Illiteracy to Empower Inclusive Technology Design

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    Limited literacy presents a significant challenge in HCI research, yet the field lacks consistent definitions and measurement criteria. Researchers often interchange terms such as 'functional illiterates,' 'low literates,' and 'semi-literates,' further complicating the field. This paper conducts a systematic literature review (SLR) of 33 HCI studies, revealing concerns about the absence of a definition in 41% of the studies and the lack of measurement technique in 74%. Based on the results from our SLR and relevant research beyond HCI, we propose the following work-in-progress definition. 'Functional illiterates are motivated adults with some familiarity with text but insufficient to fully comprehend meanings and low skills in the measured digital skill, with enough language proficiency in the study language if they are literate in their native language. This understanding, coupled with addressing the identified issues, will empower the HCI4D community to design more inclusive technology solutions for functionally illiterate users in developing countries

    Distributing Participation in Design: Addressing Challenges of a Global Pandemic

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    Participatory Design (PD) – whose inclusive benefits are broadly recognised in design – can be very challenging, especially when involving children. The recent COVID-19 pandemic has given rise to further barriers to PD with such groups. One key barrier is the advent of social distancing and government-imposed social restrictions due to the additional risks posed for e.g. children and families vulnerable to COVID-19. This disrupts traditional in-person PD (which involves close socio-emotional and often physical collaboration between participants and researchers). However, alongside such barriers, we have identified opportunities for new and augmented approaches to PD across distributed geographies, backgrounds, ages and abilities. We examine Distributed Participatory Design (DPD) as a solution for overcoming these new barriers, during and after COVID-19. We offer new ways to think about DPD, and unpick some of its ambiguities. We do this through an examination of the results from an online Interaction Design and Children (IDC) 2020 workshop. The workshop included 24 researchers with experience in PD, in a range of forms, in the context of children. Initially designed to take place in-person and to include a design session with children in a school in London, the workshop was adjusted to an online format in response to the COVID-19 pandemic. Despite the adverse circumstances, we discovered that the unexpected change of the workshop style from in-person to online was an opportunity and an impetus for us to address the new PD challenges of the global pandemic. In this article we contribute seven themes which were revealed during our IDC workshop, providing guidance on important areas for consideration when planning and conducting PD in the context of a global pandemic. With a focus on the term ‘distributed’, we offer insights on how DPD can be applied and explored in these circumstances with child participants. We conclude with a number of lessons learned, highlighting the opportunities and challenges DPD offers to enable continued co-design during a global pandemic. In particular, DPD provides greater access for some populations to be involved in PD, but technical and social challenges must be addressed

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    Industry attitudes and behaviour towards web accessibility in general and age-related change in particular and the validation of a virtual third-age simulator for web accessibility training for students and professionals

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    While the need for web accessibility for people with disabilities is widely accepted, the same visibility does not apply to the accessibility needs of older adults. This research initially explored developer behaviour in terms of how they presented accessibility on their websites as well as their own accessibility practices in terms of presentation of accessibility statements, the mention of accessibility as a selling point to potential clients and homepage accessibility of company websites. Following from this starting point the research focused in on web accessibility for ageing in particular. A questionnaire was developed to explore the differences between developer views of general accessibility and accessibility for older people. The questionnaire findings indicated that ageing is not seen as an accessibility issue by a majority of developers. Awareness of ageing accessibility documentation was also very low, highlighting the need for raising awareness of accessibility practices for ageing. Current age-related documentation developed by the Web Accessibility Initiative was then examined and critiqued. The findings show a tension between the machine-centric Web Content Accessibility Guidelines 2.0 (WCAG 2.0) and the needs of older people. Examination of guidelines when compared to research-derived findings reveal that the Assistive Technology (AT) centric structure of the documentation does not appropriately highlight accessibility practices in a context that matches the observed behaviour of older people. The documentation also fails to appropriately address the psycho-social ramifications of how older people choose to interact with technology as well as how they identify themselves in relation to any conditions they have which may be considered disabling. The need for a novel, engaging and awareness-raising tool resulted in the development of what is essentially a "Virtual third-age simulator". This ageing simulator is the first to combine multiple impairments in an active simulation and uses eye-tracking technology to increase the fidelity of conditions resulting in partial sightedness. It also allows for developers to view their own web content in addition to the lessons provided using the simulations presented in the software. The simulator was then validated in terms of its ability to raise awareness as well as its ability to affect web industry professionals' intentions towards accessible practices that benefit older people

    How does access to Assistive Technology mediate recourse to Disability Justice for urban poor people? A study centring the experiences of disabled slum dwellers in Freetown, Sierra Leone

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    This thesis addresses the central question of the role of Assistive Technology (AT) in mediating recourse to disability justice, centring the experiences of disabled slum dwellers in Freetown, Sierra Leone. Taking evidence from six datasets collected across four years, the study maps the local experience to the national and global picture offering a strategic reflection on the current state of work in the sector. The evidence from Sierra Leone (SL) reveals that quality AT is missing for almost all poor, disabled people. A novel finding from the research is that the lack of AT is most apparent for those who live in mainstream mixed urban settlements where disability identity is stigmatised and often hidden. Disabled people living together in an autonomously-organised settlement did – mostly - have AT, indicating further investigation into the role of collective action and autonomous organisation would be fruitful. Picking up themes emerging from the SL evidence globally, the study reveals that the AT interventions of core actors do not align with a single common operational framework. Borrowing from Amartya Sen’s seminal provocation Equality of What? (Sen, 1980), AT for what? becomes a pertinent question in the face of this dissensus. The study finds that the provision of AT within an operational framework of Disability Justice would better ensure the needs and aspirations of poor disabled people were prioritised in investment and priority setting. The thesis proposes, and tests, the potential configuration of a disability justice framework, as a basis future work can build from. Taken as a whole, the evidence presented in this study suggests that the claims for disability justice (including access to AT) of urban poor disabled people are often subjugated to background conditions, sitting behind the life-and-death claims for the basic need of life for the whole community (water, shelter, food). Therefore, any framework for disability justice must itself be linked to a broader push for justice for all poor people to be meaningful and impactful. Similarly, any broad social justice movement should place disability justice at its heart if it intends to drive for progressive change that benefits all. Finally, this study finds that AT is more than a commonplace element of the struggle for justice due to its fundamental necessity as an enabler of participation. The evidence suggests that AT can be viewed as a transitional demand of Disability Justice
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