2,610 research outputs found

    Factors Affecting the Accessibility of IT Artifacts : A Systematic Review

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    Accessibility awareness and development have improved in the past two decades, but many users still encounter accessibility barriers when using information technology (IT) artifacts (e.g., user interfaces and websites). Current research in information systems and human-computer interaction disciplines explores methods, techniques, and factors affecting the accessibility of IT artifacts for a particular population and provides solutions to address these barriers. However, design realized in one solution should be used to provide accessibility to the widest range of users, which requires an integration of solutions. To identify the factors that cause accessibility barriers and the solutions for users with different needs, a systematic literature review was conducted. This paper contributes to the existing body of knowledge by revealing (1) management- and development-level factors, and (2) user perspective factors affecting accessibility that address different accessibility barriers to different groups of population (based on the International Classification of Functioning by the World Health Organization). Based on these findings, we synthesize and illustrate the factors and solutions that need to be addressed when creating an accessible IT artifact.© 2022 by the Association for Information Systems. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and full citation on the first page. Copyright for components of this work owned by others than the Association for Information Systems must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists requires prior specific permission and/or fee. Request permission to publish from: AIS Administrative Office, P.O. Box 2712 Atlanta, GA, 30301-2712 Attn: Reprints are via e-mail from [email protected]=vertaisarvioitu|en=peerReviewed

    Towards Design Theory for Accessible IT Artefacts

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    Accessibility in the use of information technology (IT) artefacts, such as websites, applications, and user interfaces, means that they are designed in such a way that people with the broadest range of abilities can use them. However, although accessibility is a human right, IT artefacts often remain inaccessible. Aside from the available accessibility guidelines, we need sufficient design theories that explicitly state how accessibility should be addressed and designed to develop accessible IT artefacts for all users. This dissertation summarises four articles that address this problem. These studies are conducted with qualitative approaches that include a narrative literature review, a systematic literature review and a design science method comprising a participatory design and interviews. The first article develops an explaining theory of accessibility to gain an understanding of the construct of accessibility, showing possible variables of human abilities, tasks and contexts and their relationships in IT use. The second article illustrates the factors in management, development, user, and IT artefact features, including the roles and actions that these domains have and how they affect the realisation of accessibility. The other two articles contribute to accessibility guidance to improve and support content creators’ text production and writing process of accessible online text in the web context. The dissertation underscores three key determinants of the knowledge of accessibility: (1) assumptions of users’ abilities; (2) users’ actual needs; and (3) factors in the development chain. The foregoing factors contribute to the knowledge of accessibility and would help researchers, particularly design scientists, form prescriptive knowledge for practitioners to achieve accessible IT artefacts. Thus, researchers could better identify the variables, relationships and affecting factors in human abilities, management, development, content creation, tasks, and contexts that need to be addressed when designing IT artefacts for certain tasks and use contexts.Informaatioteknologia-artefaktien (IT-artefaktien), kuten verkkosivustojen, sovellusten ja kĂ€yttöliittymien saavutettavuus tarkoittaa sitĂ€, ettĂ€ ihmiset erilaisine ominaisuuksineen ja kykyineen voivat kĂ€yttÀÀ niitĂ€. Vaikka saavutettavuus on ihmisoikeus, IT-artefaktit eivĂ€t kuitenkaan ole aina saavutettavia. KĂ€ytettĂ€vissĂ€ olevista saavutettavuusohjeista huolimatta tarvitsemme suunnitteluteorioita, jotka ohjaavat IT-artefaktien suunnittelua, jotta niistĂ€ tulisi saavutettavia kaikille IT-artefaktin kĂ€yttĂ€jille. TĂ€mĂ€ vĂ€itöskirja on yhteenveto neljĂ€stĂ€ artikkelista, jotka kĂ€sittelevĂ€t tĂ€tĂ€ ongelmaa. Tutkimukset ovat tehty laadullisilla menetelmillĂ€, joihin on sisĂ€ltynyt narratiivinen kirjallisuuskatsaus, systemaattinen kirjallisuuskatsaus sekĂ€ suunnittelutieteellinen menetelmĂ€ sisĂ€ltĂ€en osallistavan suunnittelun ja haastattelut. EnsimmĂ€isessĂ€ artikkelissa kehitetÀÀn kuvaileva saavutettavuuden teoria, jolla saadaan kĂ€sitys saavutettavuuden rakenteesta ja joka nĂ€yttÀÀ mahdolliset muuttujat ihmisen kyvyissĂ€, tehtĂ€vissĂ€ ja konteksteissa, sekĂ€ niiden vĂ€liset suhteet. Toinen artikkeli kuvaa saavutettavuuteen vaikuttavia tekijöitĂ€ johtamisen, kehityksen, kĂ€yttĂ€jĂ€n ja IT-artefaktin ominaisuuksien nĂ€kökulmista, mukaan lukien roolit ja toimenpiteet, joita nĂ€illĂ€ kohteilla on. Kaksi muuta artikkelia kehittĂ€vĂ€t ohjeistuksen sisĂ€llöntuottajien työn tueksi saavutettavan verkkotekstin tuottamiseksi. VĂ€itöskirjassa esitetÀÀn kolme ratkaisevaa tekijÀÀ saavutettavuuden tietĂ€myksessĂ€: (1) olettamukset kĂ€yttĂ€jien kyvyistĂ€ (2) kĂ€yttĂ€jien todelliset tarpeet ja (3) tekijĂ€t kehitysketjussa. NĂ€iden tekijöiden tuntemus auttaa erityisesti suunnittelutieteilijöitĂ€ muodostamaan ohjaavaa tietoa ammattilaisille saavutettavien IT-artefaktien saavuttamiseksi. TĂ€ten tutkijat voivat paremmin tunnistaa muuttujat, niiden vĂ€liset suhteet ja saavutettavuuteen vaikuttavat tekijĂ€t, jotka liittyvĂ€t kĂ€yttĂ€jĂ€n kykyihin, johtamiseen, kehittĂ€miseen, sisĂ€llöntuottamiseen, tehtĂ€viin ja kontekstiin, kun IT-artefaktia suunnitellaan tiettyĂ€ tehtĂ€vÀÀ ja kĂ€yttökontekstia varten.fi=vertaisarvioitu|en=peerReviewed

    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

    Resilience in interior architecture education: Distance universal design learning in the COVID-19 pandemic

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    The COVID-19 pandemic has significantly affected all levels of education all over the World. In Turkey, on March 16, 2020, the decision of distance education was taken in higher education sharply. This necessity had caused urgent adaptation to the distance education process, which resulted in changing the courses’ curriculums in parallel with the emergence of new teaching and learning strategies especially in applied programs such as interior architecture. This process has tested the ‘resilience’ of the education system explicitly. Resilience means an ability of a community, system, or individual to ‘adapt’ and ‘transform’ in the case of varied facts causing any disruptive situation in the existing system. The pandemic has taught the education community about ‘adaptation’ and ‘transformation’ through implementing diverse learning tools and responses to complex circumstances, especially in applied courses. With the end of the pandemic, the instructors experiencing the face-to-face education environment anew will sustain it with the lessons from the pandemic undoubtedly. This study aims to discuss the concept of ‘resilience’ with its basic dimensions, ‘adaptation’ and ‘transformation’, in interior architecture education by focusing on the experiences, limitations, and potentials experienced in the distance education process. It specifically dwells on teaching and learning experiences of Universal Design (UD) course conducted in the Department of Interior Architecture and Environmental Design, Atılım University, Ankara in the 2020 Spring term when the first and urgent adaptation to distance education had been experienced. The evaluation process is supported with the obtained qualitative data, with results suggesting that all students gained useful insights by experiencing multiple dialogue environments in various ways of learning into how they can incorporate inclusivity into future designs. This study displays that it is crucial that the distance UD learning process open to interactive dialogue among students, experts, instructors, and users to design inclusive spaces welcoming all people without discrimination. It argues that there have been potential improvements about adaptation and transformations of educational approaches within the pandemic, but in interior architecture education as applied design education, the importance and necessity of experiential learning in bodily and collective communication has been deeply proven

    Designing Interactive and Immersive Multimodal Installations for People with Disability

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    We developed an end-to-end co-creative methodology for designing interactive and immersive multisensory virtual reality experiences with a particular focus on people with disability. Our method draws on what is called “design thinking” to provide a backbone to our approach. This embraces three stages, an empathic first stage, followed by an ideation phase, during which the thematic context is elaborated, and then an iterative exploration phase during which the initial concept is refined and the implementation is achieved. Furthermore, the “cognitive design” methodology developed by one of us led us to an approach incorporating all sensory modalities, not just the audio and visual modalities (that is, it includes odor, tactile, taste and proprioceptive stimuli), in order to deliver an experience that fully enhances the user’s sense of embodiment, and also led us to place the user’s experience at the heart of the installation. Users participate in the design process through co-design protocols. We showcase the application of this methodology in a detailed way for the construction of an interactive and immersive VR installation for people with disabilities

    Using Inclusive Design to Improve the Accessibility of Informal STEM Education, for Children with Visual Impairment

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    In this research paper, STEM workshops are designed to provide experiences for twenty-five blind and visually impaired children at a summer camp, with STEM activities that are engaging and fun as well as educational. The aspiration is that the participants should have equitable experiences to their peers without visual impairment, so that they may get the same enjoyment from the STEM workshops as any other participants. Another research goal is to investigate the accessibility features of various commercially available robots, and consider the stability of accessibility features as robots are updated and replaced over time. An analytical autoethnographic approach and an Inclusive Design Model are used, which employ the researcher’s experience as a blind person and children’s feedback to inform ongoing design revisions to the Informal STEM Education activities. Children experimented with playing with and programming robotic toys such as a Bee-bot, Cubetto, Cubelets and Lego Mindstorm EV3, using modified mats and building materials. Video recording, group interviews and direct observation were the data collection tools used. Although all of the STEM education tools used in this study required at least some modification to make them more accessible for the participants, the amount of modification needed varied widely. Some tools were nearly accessible out of the box, while others could not easily be made accessible at all. This suggests many avenues for future research into the accessibility of tools for STEM education, especially robots. The inclusive design of some potential STEM education activities which were not tested, for lack of time, are also described
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