1,908 research outputs found

    Use of an agile bridge in the development of assistive technology

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    Engaging with end users in the development of assistive technologies remains one of the major challenges for researchers and developers in the field of accessibility and HCI. Developing usable software systems for people with complex disabilities is problematic, software developers are wary of using user-centred design, one of the main methods by which usability can be improved, due to concerns about how best to work with adults with complex disabilities, in particular Severe Speech and Physical Impairments (SSPI) and how to involve them in research. This paper reports on how the adoption of an adapted agile approach involving the incorporation of a user advocate on the research team helped in meeting this challenge in one software project and offers suggestions for how this could be used by other development teams

    Can 3D gamified simulations be valid vocational training tools for persons with intellectual disability? A pilot based on a real-life situation

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    Objective: To investigate if 3D gamified simulations can be valid vocational training tools for persons with intellectual disability. Methods: A 3D gamified simulation composed by a set of training tasks for cleaning in hostelry was developed in collaboration with professionals of a real hostel and pedagogues of a special needs school. The learning objectives focus on the acquisition of vocabulary skills, work procedures, social abilities and risk prevention. Several accessibility features were developed to make the tasks easy to do from a technological point-of-view. A pilot experiment was conducted to test the pedagogical efficacy of this tool on intellectually disabled workers and students. Results: User scores in the gamified simulation follow a curve of increasing progression. When confronted with reality, they recognized the scenario and tried to reproduce what they had learned in the simulation. Finally, they were interested in the tool, they showed a strong feeling of immersion and engagement, and they reported having fun. Conclusions: On the basis of this experiment we believe that 3D gamified simulations can be efficient tools to train social and professional skills of persons with intellectual disabilities contributing thus to foster their social inclusion through work.Postprint (author's final draft

    Government response to the recommendations from the Further Education Learning Technology Action Group (FELTAG), June 2014

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    Future bathroom: A study of user-centred design principles affecting usability, safety and satisfaction in bathrooms for people living with disabilities

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    Research and development work relating to assistive technology 2010-11 (Department of Health) Presented to Parliament pursuant to Section 22 of the Chronically Sick and Disabled Persons Act 197

    Identifying Five Archetypes of Interaction Design Professionals and Their Universal Design Expertise

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    Systems and services based on Information and Communications Technology (ICT) are now prevalent in our daily lives. Digital transformations have been, and are still being, initiated across private and public sectors. As such, the consequences of digital exclusion are severe and may block access to key aspects of modern life, such as education, employment, consumerism and health services. In order to combat this, regions and countries such as the USA, Canada, EU and Scandinavia have all legislated universal design (UD) in relation to ICT, in order to ensure as many citizens as possible have the opportunity to access and use digital information and services. However, there has been limited research into how higher educational programs address legislated accessibility responsibilities. This paper looks into the discipline of interaction design (IxD). IxD is the design domain focused on ‘how human beings relate to other human beings through the mediating influence of products’ (Buchanan, R. (2001) Designing research and the new learning. Des. Issues, 17, 3–23). The study presents an analysis of Norwegian higher educational programs within IxD. Based on document analysis, we map the skillsets the study programs state to deliver and investigate to what degree UD expertise is included. Our findings indicate the study programs do not deliver adequate training in UD, in order to fulfill the professional responsibilities related to ICT accessibility. From our findings, we extrapolate five ‘archetypes’ of interaction designers. These personas-like analytical constructs hold slightly different characteristics. For each of the five, we propose UD expertise fitting key skillsets. We hope our contributions are useful both for the higher education sector and the industry and will contribute to raised awareness of UD skills so they can educate interaction designers in their different industry roles with required competences.acceptedVersio

    Disability standards and guidelines for learning management systems: Evaluating accessibility

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    Currently, the great majority of institutions of higher education use Learning Content Management Systems (LCMSs) and Learning Management Systems (LMS) as pedagogical tools. In order to make these systems accessible to all students, it is important to take into account not only educational standards, but also standards of accessibility. It is essential to have with procedures and well-established method for evaluating these tools, so in this paper we propose a method for evaluating the accessibility of LCMSs and LMS based on a consideration of particular accessibility standards and other technological and human aspects. The method application is for all LMS, in order to illustrate the effectiveness of the evaluation method, we present a case study over the widely-used LMS Moodle1. In the case study, the accessibility of Moodle is evaluated thoroughly from the point of view of visually-impaired persons. The results obtained from the case study demonstrate that this LMS is partially accessible. The evaluation shows that the tool provides poor support to the authors of accessible educational contents.This research work was supported by the Research Network MA2VICMR (S2009/TIC-1542) (see www.mavir.net/), GEMMA (TSI-020302- 2010-141) and SAGAS (TSI-020100-2010-184) research projects.Publicad

    K-12 Mobile learning

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    Mobile devices have been the focus of a push in many nations and internationally as part of efforts to achieve greater literacy and numeracy among students. Research has shown a strong link between Internet usage, the spread of broadband in a country, and its GDP. Those coun - tries that are the highest performing educationally already integrate mobile devices in their education. This paper synthesizes empirical research on mobile devices from 2010 to 2013 in K-12 schools by focusing on studies that demonstrate emerging themes in this area. It is also clear that the pedagogy needed to be successful in creating positive outcomes in the use of technology has to be student-centered with the aim of personalizing the learning experience. Research found that students could become collaborators in designing their own learning process. As students become independent learners, they become more prepared in the skills needed for college and in their careers
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