37 research outputs found

    Exploring intrinsic and extrinsic motivations to participate in a crowdsourcing project to support blind and partially sighted students

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    There have been a number of crowdsourcing projects to support people with disabilities. However, there is little exploration of what motivates people to participate in such crowdsourcing projects. In this study we investigated how different motivational factors can affect the participation of people in a crowdsourcing project to support visually disabled students. We are developing “DescribeIT”, a crowdsourcing project to support blind and partially students by having sighted people describe images in digital learning resources. We investigated participants’ behavior of the DescribeIT project using three conditions: one intrinsic motivation condition and two extrinsic motivation conditions. The results showed that participants were significantly intrinsically motivated to participate in the DescribeIT project. In addition, participants’ intrinsic motivation dominated the effect of the two extrinsic motivational factors in the extrinsic conditions

    Understanding ASL learners’ preferences for a sign language recording and automatic feedback system to support self-study

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    Advancements in AI will soon enable tools for providing automatic feedback to American Sign Language (ASL) learners on some aspects of their signing, but there is a need to understand their preferences for submitting videos and receiving feedback. Ten participants in our study were asked to record a few sentences in ASL using software we designed, and we provided manually curated feedback on one sentence in a manner that simulates the output of a future automatic feedback system. Participants responded to interview questions and a questionnaire eliciting their impressions of the prototype. Our initial findings provide guidance to future designers of automatic feedback systems for ASL learners.Rutgers, The State University of New Jersey; IIS-1763486 - National Science Foundation; National Science FoundationPublished versio

    Smartphone accessibility: Understanding the lived experience of users with cervical spinal cord injuries

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    Purpose: To explore accessibility challenges encountered by smartphone users with cervical spinal cord injuries (C1-C8).To investigate the suitability of current technology and make recommendations to help future technology meet user needs. Methods: The study uses a mixed-method approach combining an inductive thematic analysis of nine semi-structured interviews with a quantitative analysis of thirty-nine questionnaires. Results: The analysis generated four themes: ’the drive for independence and self-efficacy’; ’trying to make it work’; ’getting the right technology for me’; ’using the phone as and when I want to’. These themes highlighted how unresolved access issues and situational barriers limited independence and created unwanted privacy compromises for effective communication. There was a lack of information or support on available smartphone accessibility features and assistive technology (AT). Smartphone AT was regarded as overpriced, poorly designed and lacking the voices of people with disabilities. Conclusions: The smartphone’s potential to improve quality of life, participation, and well-being is limited by accessibility challenges hindering independent and private smartphone use. Future design work should focus on improving accessibility, investigating reasons for AT’s poor quality and high cost, and removing barriers to end-user inclusion. To enhance user awareness of available technology, stakeholders should build and maintain an open platform to act as an information source for peer and professional support on assistive technology

    HaptiSole: Wearable Haptic System in Vibrotactile Guidance Shoes for Visually Impaired Wayfinding

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    During the last decade, several Electronic Orientation Aids devices have been proposed to solve the autonomy problems of visually impaired people. When hearing is considered the primary sense for Visually Impaired people (VI) and it is generally loaded with the environment, the use of tactile sense can be considered a solution to transmit directional information. This paper presents a new wearable haptic system based on four motors implemented in shoes, while six directions can be played. This study aims to introduce an interface design and investigate an appropriate means of spatial information delivery through haptic sense. The first experiment of the proposed system was performed with 15 users in an indoor environment. The results showed that the users were able to recognize, with high accuracy, the directions displayed on their feet. The second experiment was conducted in an outdoor environment with five blindfolded users who were guided along 120 meters. The users, guided only by the haptic system, successfully reached their destinations. The potential of tactile-foot stimulation to help VI understand Electronic Orientation Aids (EOA) instructions was discussed, and future challenges were defined

    A Systematic Mapping of Translation-Enabling Technologies for Sign Languages

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    Sign languages (SL) are the first language for most deaf people. Consequently, bidirectional communication among deaf and non-deaf people has always been a challenging issue. Sign language usage has increased due to inclusion policies and general public agreement, which must then become evident in information technologies, in the many facets that comprise sign language understanding and its computational treatment. In this study, we conduct a thorough systematic mapping of translation-enabling technologies for sign languages. This mapping has considered the most recommended guidelines for systematic reviews, i.e., those pertaining software engineering, since there is a need to account for interdisciplinary areas of accessibility, human computer interaction, natural language processing, and education, all of them part of ACM (Association for Computing Machinery) computing classification system directly related to software engineering. An ongoing development of a software tool called SYMPLE (SYstematic Mapping and Parallel Loading Engine) facilitated the querying and construction of a base set of candidate studies. A great diversity of topics has been studied over the last 25 years or so, but this systematic mapping allows for comfortable visualization of predominant areas, venues, top authors, and different measures of concentration and dispersion. The systematic review clearly shows a large number of classifications and subclassifications interspersed over time. This is an area of study in which there is much interest, with a basically steady level of scientific publications over the last decade, concentrated mainly in the European continent. The publications by country, nevertheless, usually favor their local sign language.The authors thank the School of Computing and the Computer Research Center of the Technological Institute of Costa Rica for the financial support, as well as CONICIT (Consejo Nacional para Investigaciones CientĂ­ficas y TecnolĂłgicas), Costa Rica, under grant 290-2006. This work was partly supported by the Spanish Ministry of Science, Innovation, and Universities through the Project ECLIPSE-UA under Grant RTI2018-094283-B-C32 and the Project INTEGER under Grant RTI2018-094649-B-I00, and partly by the Conselleria de EducaciĂłn, InvestigaciĂłn, Cultura y Deporte of the Community of Valencia, Spain, within the Project PROMETEO/2018/089

    A competencies framework of visual impairments for enabling shared understanding in design

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    Existing work in Human Computer Interaction and accessibility research has long sought to investigate the experiences of people with visual impairments in order to address their needs through technology design and integrate their participation into different stages of the design process. Yet challenges remain regarding how disabilities are framed in technology design and the extent of involvement of disabled people within it. Furthermore, accessibility is often considered a specialised job and misunderstandings or assumptions about visually impaired people’s experiences and needs occur outside dedicated fields. This thesis presents an ethnomethodology-informed design critique for supporting awareness and shared understanding of visual impairments and accessibility that centres on their experiences, abilities, and participation in early-stage design. This work is rooted in an in-depth empirical investigation of the interactional competencies that people with visual impairments exhibit through their use of technology, which informs and shapes the concept of a Competencies Framework of Visual Impairments. Although past research has established stances for considering the individual abilities of disabled people and other social and relational factors in technology design, by drawing on ethnomethodology and its interest in situated competence this thesis employs an interactional perspective to investigate the practical accomplishments of visually impaired people. Thus, this thesis frames visual impairments in terms of competencies to be considered in the design process, rather than a deficiency or problem to be fixed through technology. Accordingly, this work favours supporting awareness and reflection rather than the design of particular solutions, which are also strongly needed for advancing accessible design at large. This PhD thesis comprises two main empirical studies branched into three different investigations. The first and second investigations are based on a four-month ethnographic study with visually impaired participants examining their everyday technology practices. The third investigation comprises the design and implementation of a workshop study developed to include people with and without visual impairments in collaborative reflections about technology and accessibility. As such, each investigation informed the ones that followed, revisiting and refining concepts and design materials throughout the thesis. Although ethnomethodology is the overarching approach running through this PhD project, each investigation has a different focus of enquiry: • The first is focused on analysing participants’ technology practices and unearthing the interactional competencies enabling them. • The second is focused on analysing technology demonstrations, which were a pervasive phenomenon recorded during fieldwork, and the work of demonstrating as exhibited by visually impaired participants. • Lastly, the third investigation defines a workshop approach employing video demonstrations and a deck of reflective design cards as building blocks for enabling shared understanding among people with and without visual impairments from different technology backgrounds; that is, users, technologists, designers, and researchers. Overall, this thesis makes several contributions to audiences within and outside academia, such as the detailed accounts of some of the main technology practices of people with visual impairments and the methodological analysis of demonstrations in empirical Human Computer Interaction and accessibility research. Moreover, the main contribution lies in the conceptualisation of a Competencies Framework of Visual Impairments from the empirical analysis of interactional competencies and their practical exhibition through demonstrations, as well as the creation and use of a deck of cards that encapsulates the competencies and external elements involved in the everyday interactional accomplishments of people with visual impairments. All these contributions are lastly brought together in the implementation of the workshop approach that enabled participants to interact with and learn from each other. Thus, this thesis builds upon and advances contemporary strands of work in Human Computer Interaction that call for re-orienting how visual impairments and, overall, disabilities are framed in technology design, and ultimately for re-shaping the design practice itself
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