81 research outputs found
DESIGN DE PRODUTOS ASSISTIVOS PARA IDOSOS
A promoção de condições para a vida independente é, possivelmente, um dos maiores desafios decorrentes do fenômeno mundial de envelhecimento populacional. Para as áreas de projeto e desenvolvimento de produtos, este contexto implica em pensar novos produtos que atendam à s caracterÃsticas, necessidades e preferências desta população. Na prática, o desafio é desenvolver produtos cujas demandas para o uso sejam diminuÃdas, o que resulta na facilitação do uso para uma maior diversidade de usuários. Estas demandas compreendem as habilidades – fÃsicas, sensoriais e cognitivas – que o uso de um determinado produto exige do usuário para um desempenho satisfatório. Considerando o declÃnio funcional natural que decorre do processo de envelhecimento com alterações como diminuição da força muscular, flexibilidade e controle postural, assim como diminuição da acuidade visual, a pessoa idosa pode vir a ter dificuldades no uso de produtos cujas demandas sejam elevadas. Conhecer de que forma as alterações fisiológicas do processo de envelhecimento influenciam as habilidades fÃsicas, cognitivas e sensoriais do idoso é, portanto, fundamental para o sucesso no processo de design para produtos pensados para o público idoso. Especificamente, no caso de produtos de Tecnologia Assistiva, os aspectos simbólicos são importantes, pois remetem ao significado do produto para o usuário e podem influenciar a aceitação e engajamento ao uso destes dispositivos. É, portanto, necessário que o design de produtos assistivos para o público idoso busque não somente atender as questões funcionais, mas também conceber produtos atrativos e desejáveis
Users Perceptions of Headphones and Earbuds in Norway and Brazil: An Empirical Study Based on a Kahoot Quiz
Abstract. Headphones and earbuds are seemingly more popular than ever with
the wide availability of smartphones and music streaming services. Such personal
audio systems are also essential for many blind and visually impaired computer
users that relies on text-to-speech. Few published studies address the users’
perceptions of such personal audio output devices. However, past research shows
that negative perceptions may lead to device abandonment. General-purpose
equipment may therefore be more successful than special purpose assistive
technologies for marginalized groups. We therefore set out to gain insight into
how users generally perceive headphones and earbuds, and we wanted to base
our study in two different cultural contexts. A questionnaire built on a Kahoot
quiz was developed involving 12 questions related to headphones and earbuds.
A total of 100 participants were recruited in Norway and Brazil. The results show
that intuitiveness is the most valued feature of these devices and cost was not.
Brazilians expressed skepticism regarding the use of headphones while walking
and when travelling on public transport, while Norwegians expressed that
headphones were safe to use in such situations. Our experiences showed that
Kahoot is a promising platform for conducting such experiments, as it may
appear more engaging than regular questionnaires. Moreover, they are relatively
easy to set up and allow response times to be measuredacceptedVersio
Multistable Technologies and Pedagogy for Resilience
Accelerated technological innovation induces disruptions in society and education. It results in both threats to and opportunities for the way the society learns and works. This case study examined the phenomenon of learning in a disruptive environment. The chosen typical case of a disruptive learning environment was comprised of multistable technology and multiple cross-disciplinary, stakeholders. To reveal how inexpert stakeholders cope with technological barriers, the study examined design studio education as a research site. There, groups of design students used 3D printing to develop assistive technologies together with patients and therapists. The empirical data collected on site was analyzed through qualitative content analysis and postphenomenological concepts. The study showed how new multistable technologies impose relational, fluid models of learning on site by revealing mediations between technology and humans. This new perspective on learning in disruptive environments informs practical sustainable pedagogical practices and theoretical approach to learning for resilience by expending vocabulary concerning technological education. It also proposes altered priorities for formal education. Instead of solely focusing on the knowledge content or learners’ development, formal education should also take into account learners relations with their social and technological environment
Innovation in the Design of Inclusive Toys: Development and Evaluation of a Prototype for Visually Impaired Children
A visually impaired child, if not stimulated, may face delays in motor, cognitive and social development. A simple, didactic and playful method to stimulate these skills is through toys. Although the importance of the toy is recognized by child behavior' researchers, it is noted a lack of inclusive toys available in the market. This paper presents the development and evaluation of an inclusive toy prototype for visually impaired children in preschool adopting inclusive design principles in the project. We conducted an electronic research with health and education professionals, evaluating their perceptions about the inclusive features of the prototype, to understand if these features can be considered as an innovation strategy to the industry and if the toy has potential as an instrument of stimulation for visually impaired children. The results show that 90% of the participants believe that the prototype is attractive for visually impaired children and 81% that is suitable for 3 to 6 years children. Besides, 97% considered it inclusive and 64% as innovative. In relation to the stimuli provided, the agreement was always positive: 97% believe that it will stimulate the touch, 65% sight, 62% motor coordination, 78% imagination, 84% curiosity and 58% autonomy of the child
Video game simulation on car driving: Analysis of participants’ gaze behavior and perception of usability, risk, and visual attention
The present article discusses video game simulation applied to research on driving a car. It presents an investigation into the ocular movements and perceptual aspects of the research subjects on their interactions in the experimental condition. Investigations into how interactions occur in this interface are important for the development of research. From the perspective of neuroergonomics, the objective was to investigate the opinion of the participants on usability, risk, and visual attention and to register the ocular movements necessary to control the vehicle in order to complement analyzes of the reported opinions. In neuroergonomics, applying simultaneous methods of analysis, especially able to explore brain activity such as through visual attention, is important to understand interactions in the human-machine interface. The results demonstrate that ocular movements (duration and frequency of fixations in areas of interest) are similar to non-simulated traffic situations. The usability of the simulator control interfaces are considered to be little similar to non-simulated conditions and modify the mode of driving the vehicle. Despite the reduced immersion provided by the simulator, the perception of risk is present, although very subjective. The reported perception of where visual attention is maintained during vehicle driving is consistent with ocular tracking records.
PERCEPÇÃO DE DESCONFORTO NAS MÃOS
This study aimed to evaluate the perception of discomfort in hands in controlled activities with two types of manual wheelchair propulsion handrim. Therefore, it adopted the palmar aspect of the mapping protocol hand of different regions of the hands. The results indicate the propulsion handrim B triggered less intense discomfort.Este estudo objetivou avaliar a percepção de desconforto das mãos em atividades com dois tipos de aro de propulsão de cadeira de rodas manual. Para tanto, adotou-se o protocolo de mapeamento das diferentes regiões das mãos. Os resultados indicam que o aro de propulsão B desencadeou menor intensidade de desconforto.
 
Video game simulation on car driving: Analysis of participants’ gaze behavior and perception of usability, risk, and visual attention
The present article discusses video game simulation applied to research on driving a car. It presents an investigation into the ocular movements and perceptual aspects of the research subjects on their interactions in the experimental condition. Investigations into how interactions occur in this interface are important for the development of research. From the perspective of neuroergonomics, the objective was to investigate the opinion of the participants on usability, risk, and visual attention and to register the ocular movements necessary to control the vehicle in order to complement analyzes of the reported opinions. In neuroergonomics, applying simultaneous methods of analysis, especially able to explore brain activity such as through visual attention, is important to understand interactions in the human-machine interface. The results demonstrate that ocular movements (duration and frequency of fixations in areas of interest) are similar to non-simulated traffic situations. The usability of the simulator control interfaces are considered to be little similar to non-simulated conditions and modify the mode of driving the vehicle. Despite the reduced immersion provided by the simulator, the perception of risk is present, although very subjective. The reported perception of where visual attention is maintained during vehicle driving is consistent with ocular tracking records.
A Systematic Review of Differences Between Conventional Orthoses and 3D-Printed Orthoses
acceptedVersio
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