125,286 research outputs found
Participatory Design for Whom? Designing Conversational User Interfaces for Sensitive Settings and Vulnerable Populations
Conversational User Interfaces (CUIs) are becoming increasingly applied in a broad range of sensitive settings to address the needs and struggles of vulnerable or marginalized users. Sensitive settings include, for instance, CUIs mediating the communication difficulties of people with dementia or supporting refugees to cope with new cultural practices as a chatbot on a government website. While researchers are increasingly designing CUIs for such sensitive set tings, methods and participatory design approaches to address vulnerable user groups’ highly sensitive needs and struggles are sparse in research thus far. This workshop aims to explore how we can design CUIs for and in sensitive settings with vulnerable users in mind through the participatory design process. We aim to establish a working definition of vulnerability, sensitive settings, and how practice-oriented design of CUIs can be inclusive of diverse users
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A flexible object orientated design approach for the realisation of assistive technology
This thesis contributes to a growing body of research conducted by the Interactive Systems Research Group (ISRG) at Nottingham Trent University within the fields of accessibility and accessible technologies. Core to this research is the exploration of how interactive technologies can be developed and applied as platforms for education, rehabilitation and social inclusion. To this end the group has been actively evolving the User Sensitive and Inclusive Design (USID) methodology for the design, development and evaluation of accessible software and related technologies. This thesis contributes to the further development of the USID method with a focus on its application for the design of assistive technology
The challenge of designing for diversity in older users
Purpose: The older population is not a homogenous group and show significant diversity in constitution, capabilities and experience. In order for new and emerging digital technologies to be inclusive, it is crucial to encompass this diversity and employ a design process that is sensitive to it. Current approaches to inclusive design tend to seek one design for all, focusing on users who are least engaged with digital technology. In this paper we outline an alternative approach to inclusive design based on co-design with both digitally engaged and unengaged user groups. In our study, as part of a multi-disciplinary group in the New Dynamics of Ageing (UK) funded collaborative research project, older people from different walks of life were invited to four different themed workshops called ‘sandpits’ to explore current and emerging technologies in a playful and creative context to help them envisage the potential implications these technologies can have in their lives as well as to identify key issues and user requirements for further development. This paper will discuss the outcome from three of those sandpits. The themes explored in these three sandpits were 1) Custom computers for older people 2) Supporting Identity and memory in later life and 3) Social connections with new technology. Methods. A total of 66 older people participated in the three sandpits conducted between 2009 and 2010. Separated into PC and non-PC users groups, they were involved in discussions and shown open ambiguous envisionments that responded to the themes through hands-on demonstration, role-play or dramatic enactment of their use. Broadly taking into account the role of technology generations effects, the envisionments were modeled and presented as appliances, incorporating forms of products and interactions that older people are familiar with to encourage in-clusion. The older participants were then involved in the redesign of these envisionments through a collaborative design process. Results and discussion The design responses from older PC and non-PC user groups revealed a difference in the type of embodiment they want for Internet-enabled applications. Both groups redesigned the concepts based on their experience, interests, familiarity with the technology they have and its associated infrastructure or lack thereof. In general, non-PC user groups preferred the appliance nature of the envisionments, and incorporated the functions they were interested in performing, such as capturing spoken stories, sharing photographs, chatting over TV programmes, etc into these appliances. In contrast, PC owners questioned the need for separate appliances and often re-designed them as PC applications or Internet services with emphasis placed on modality and compatibility with their existing infrastructure. The paper will discuss the difficulty and challenge of bridging the gap between the diversity of technology and its users
Inclusione e accessibilità semantica nell'architettura bibliotecaria
Focusing on an idea of accessibility as inclusiveness, this article examines libraries as non-excludable social places able to appeal and greet an increasingly number of users, especially disadvantaged ones.
Therefore, it is necessary to rethink ways to plan services and spaces, setting up new strategies in order to boost accessibility of spaces and collections, to involve users in an active way, to make libraries like multipurpose, open, spaces more sensitive to local needs.
Architectural and interior design are essential as much as services planning. In this sense, accessibility is interpreted as user-friendliness and semantic accessibility, that concerns communicability of the building, an essential feature in order to make public libraries like “community hub” for their local communities, inclusive and accessible places for all people
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Foregrounding accessibility for user experience design
textI am interested in creating generative tools and techniques for designing accessible user experiences for end users. As a user experience designer, I am working on embracing the web accessibility standards and guidelines and including them from the beginning of the User Experience (UX) design process. My projects are directed at facilitating design students and professionals to understand two things: that the broad concept of web accessibility is important, and how they can embed web accessibility into the UX design process at a very early stage. To do this, I used different media (website, posters and videos etc.) to create awareness and educate designers in an interesting, simple and engaging way. In this report, I will discuss the definition and role of accessible design, identify limitations in existing tools and methods, and demonstrate how future designers might research, prototype, analyze, and implement their designs for all users.Desig
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Virtual reality and its role in removing the barriers that turn cognitive impairments into intellectual disability
Early expectations of the contribution that virtual reality (VR) could make to education far exceeded actual applications. This was largely due to the initial immaturity of the technology and a lack of evidence base on which to base design and utilisation. While the early developments in computer based learning largely concentrated on mainstream education, leaving those with special needs behind, the potential of VR as an educational tool was exploited for those with intellectual disabilities right from the start. This paper describes the empirical evidence that has contributed to the development of educational virtual reality for those with intellectual disabilities: studies on transfer of learning from the virtual to the real world; how teachers might support those using VR; the design of virtual environments and what input/control devices best facilitate use of desktop VR. Future developments and ethical issues are also considered
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