1,132 research outputs found

    Challenges in Developing Applications for Aging Populations

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    Elderly individuals can greatly benefit from the use of computer applications, which can assist in monitoring health conditions, staying in contact with friends and family, and even learning new things. However, developing accessible applications for an elderly user can be a daunting task for developers. Since the advent of the personal computer, the benefits and challenges of developing applications for older adults have been a hot topic of discussion. In this chapter, the authors discuss the various challenges developers who wish to create applications for the elderly computer user face, including age-related impairments, generational differences in computer use, and the hardware constraints mobile devices pose for application developers. Although these challenges are concerning, each can be overcome after being properly identified

    Designing a gamified social platform for people living with dementia and their live-in family caregivers

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    In the current paper, a social gamified platform for people living with dementia and their live-in family caregivers, integrating a broader diagnostic approach and interactive interventions is presented. The CAREGIVERSPRO-MMD (C-MMD) platform constitutes a support tool for the patient and the informal caregiver - also referred to as the dyad - that strengthens self-care, and builds community capacity and engagement at the point of care. The platform is implemented to improve social collaboration, adherence to treatment guidelines through gamification, recognition of progress indicators and measures to guide management of patients with dementia, and strategies and tools to improve treatment interventions and medication adherence. Moreover, particular attention was provided on guidelines, considerations and user requirements for the design of a User-Centered Design (UCD) platform. The design of the platform has been based on a deep understanding of users, tasks and contexts in order to improve platform usability, and provide adaptive and intuitive User Interfaces with high accessibility. In this paper, the architecture and services of the C-MMD platform are presented, and specifically the gamification aspects. © 2018 Association for Computing Machinery.Peer ReviewedPostprint (author's final draft

    Software Usability

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    This volume delivers a collection of high-quality contributions to help broaden developers’ and non-developers’ minds alike when it comes to considering software usability. It presents novel research and experiences and disseminates new ideas accessible to people who might not be software makers but who are undoubtedly software users

    Community Instruction and Vocational Learning

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    This meta-synthesis on community-based instruction and vocational learning in special education explores the training and skills individuals with disabilities require need to survive and thrive in employment and post-school activities designed to improve self-reliance, personal responsibility, and increase exposure to the community and all of the activities and opportunities that exist there. Substantial barriers must be addressed for all individuals with disabilities, but particularly for those individuals with moderate to more severe disabilities. Through proper trainings, and the utilization of the necessary tools and equipment, individuals with disabilities will continue to increasingly transition into meaningful employment and community-based programs intended to build self-sufficiency

    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

    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

    The effects of technology use by an individual with severe or multiple disabilities within the educational environment: A case study.

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    Assistive technology was found to impact the educational environment in many ways. Communication and computer use were the areas where the most significant impact was observed in Travis' educational program. Technology use also impacted affective issues, such as motivation and self-esteem. In addition, the expectations and beliefs of significant others were positively impacted by Travis' technology use. Technology was found to have little effect on his curricular goals, social interaction, or inclusion.The provision of augmentative and alternative communication devices and materials, when properly implemented, provided some opportunities for increased communication. However, little effort by the staff to keep the devices or materials accessible to Travis (within his reach), and inconsistent reinforcement by the staff for the use of those materials was noted as an inhibiting factor.A number of recommendations for practice were suggested, including the need for proper training of both certified and noncertified staff members.Travis' assistive technology preferences included picture icons and low-tech devices (such as loop tapes or single-switch activities). Effective computer access was accomplished by single switch adaptations, and Travis was highly motivated by autonomous computer use. Travis' performance during structured learning activities at the computer, however, showed great variability. Significant oppositional behaviors occurred at times, particularly when the assigned task was developmentally inappropriate, when communication efforts went unrecognized, or when Travis' control options were limited. Teachers who used techniques designed to enhance intrinsic motivation saw significantly better attention to task, perseverance, and cooperation from Travis.This case study examined the impact of technology use by a student with severe and multiple disabilities on factors such as achievement, learning, inclusion, social interactions, motivation, behavior, self-esteem, or the attitudes of significant others (teachers, peers, etc.) in the educational setting. Qualitative methodologies were used to follow the educational activities of Travis, an 11-year old student entering the 4th grade, for a seven month period. Because of severe limitations in the areas of communication, mobility, cognition, range of motion, and motor skills, Travis was a prime candidate for assistive technology
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