18 research outputs found

    A Framework for Information Accessibility in Large Video Repositories

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    International audienceOnline videos are a medium of choice for young adults to access or receive information, and recent work has highlighted that it is a particularly effective medium for adults with intellectual disability, by its visual nature. Reflecting on a case study presenting fieldwork observations of how adults with intellectual disability engage with videos on the Youtube platform, we propose a framework to define and evaluate the accessibility of such large video repositories, from an informational perspective. The proposed framework nuances the concept of information accessibility from that of the accessibility of information access interfaces themselves (generally catered for under web accessibility guidelines), or that of the documents (generally covered in general accessibility guidelines). It also includes a notion of search (or browsing) accessibility, which reflects the ability to reach the document containing the information. In the context of large information repositories, this concept goes beyond how the documents are organized into how automated processes (browsing or searching) can support users. In addition to the framework we also detail specifics of document accessibility for videos. The framework suggests a multi-dimensional approach to information accessibility evaluation which includes both cognitive and sensory aspects. This framework can serve as a basis for practitioners when designing video information repositories accessible to people with intellectual disability, and extends on the information presentation guidelines such as suggested by the WCAG. Publication rights licensed to ACM. ACM acknowledges that this contribution was authored or co-authored by an employee, contractor or affiliate of a national government. As such, the Government retains a nonexclusive, royalty-free right to publish or reproduce this article, or to allow others to do so, for Government purposes only

    Speaking from the margins: one man's perspective

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    This paper explores the author's experience of going through in-vitro fertilization (IVF) and the role/s he has played from a male perspective

    SOSE pedagogy for healthy communities

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    Recent assertions by the Federal Education Minister and members of Federal and various State governments, including comments by various public commentators, have called for a renaissance of history teaching (Bishop, 2006), due in part to Prime Minister John Howard's comment that there is 'too much modernist junk in state curriculums' ('PM renews attack', SMH, 5 July 2006). The Australian History Summit held in Canberra in August 2006 and subsequent discussions in major Australian newspapers and within various interest groups have once again highlighted the increasing presence and control the federal government is attempting to wrest from the states in the matter of curriculum development, design and content. Similar examples of such imposition can be observed in the 1980s, when the then Commonwealth Minister for Education, John Dawkins, noted the need for 'fundamental change in schools, including a curriculum relevant to Australia's time and place in the world... the development of a common framework...complemented by a common national approach to assessment...[and] schools reporting to parents and the community' (Dawkins, 1988, pp. 4-5, as cited in Marsh, 2005, p. 156). Furthermore, Dr Brendan Nelson, Federal Education Minister for Education, Science and Training, (2001-2005) and now Julie Bishop, Federal Minister for Education, have also attempted to initiate a move towards a national education system. Much has been said to indicate that current standards in education, including curriculum documents, literacy and numeracy levels of students, pre-service teachers and teachers are far from nationally acceptable, both in terms of theory and practice, and indeed it seems the federal government sees the need to impose its own agenda onto the states. In this regard, the National Collaborative Curriculum Project (1988, as cited in Marsh, 2005) and the Agreed National Goals for Schooling in Australia (Australian Educational Council, 1989a as cited in Marsh 2005) developed eight national Key Learning Areas, including Studies of Society and Environment (SaSE). Yet despite this national approach to curriculum development and implementation, the states each made modifications to and/or deletions from the conceptual basis of SaSE. What follows is a discussion relating to the Queensland Studies of Society and Environment: Years 1 to 10 Syllabus (Queensland School Curriculum Council, 2000), in particular an overview of the strands, module planning, assessment planning, support material and various approaches to learning. This discussion is by no means exhaustive, and attempts to piece together a number of documents and texts that each deal with particular aspects ofSaSE in their own righ

    Choice, control and access to information

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    The National Disability Insurance Scheme (NDIS) is being rolled out in Australia with a view of empowering people with disability and provide them with choice and control. While the scheme is financially designed to ensure control (although not necessarily control by the person with a disability themselves), the concept of choice is underpinned by an assumption that the people engaging with the scheme are informed about what these choices are. The National Disability Insurance Agency (NDIA) is not taking responsibility for informing participants of their choices, and instead relying on other sources of information such as the web (by providing a list of websites of disability services [1]) or of experts (by offering expert consultations). In the past 5 years, we have had opportunities to co- design a number of digital tools with people with intellectual disability and the Endeavour Foundation, a disability service organisation that supports them. We reflected on a web application co-designed to support people in establishing their budget for the NDIS, by assigning services they wish or require to financial categories. The participants were really keen to use a search function to identify the categories of their support need in the application. This provided us a lot of evidence that people express their support requirements (“someone coming with me to the RSL”, “learn how to bake a cake”, “meet friends”) in very different terms than the NDIS categories. This suggests that some high level of semantic computing would be necessary to bridge between the 2 terminologies and allow for a search function to work. Reflecting on a search interface to interactively support people to identify suitable service providers on the web, we collected data from the websites of disability services listed on the NDIS website. Using a baseline search engine, we discovered that the quality of information currently available on these website is not conducive to identifying services online. Simple queries such as “learning to cook”, are difficult to resolve without heavy and specialised semantic processing. Such queries would not only be typical of people with intellectual disability themselves, but also of their families and carers. These examples illustrate that the assumption that the digital era is an enabler of choice and control through enhanced access to information is only true to a limited extent. It is therefore urgent that more attention been paid to designing and developing digital technology that meet the expectations of such assumptions. Disability service organisations also understand their challenge in providing information that is accessible not only as per the web accessibility guidelines, but more importantly linguistically accessible: using language that people with intellectual disability would use. Further to this, digital disruptions outside of the disability sector have demonstrated a potential for providing users a voice and express their view on the quality of various services, which should also be considered from the perspective of choice and control for people with disability

    The effectiveness of gamified interactive programs relating to online safety for people with intellectual disability

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    People with intellectual disability use the internet for a wide variety of reasons such as entertainment, connecting with other people and looking for information. However, they are at risk of cyberbullying, scams, and exploitation. This case study looks at how people with intellectual disability used a gamified online learning program to understand how to safely navigate the internet. A disability service provider in Australia developed and implemented the program. The research team was asked to evaluate the program. We found that while some participants were able to recall what they learned from previous sessions, most required prompting from carers to complete tasks. The research observations offer some useful guidelines for similar projects moving forward, such as including prompting through animations and scaffolding existing competencies. The need for support means that the involvement of carers in the design of these training software will be essential

    'Put yourself in the picture': designing for futures with young adults with intellectual disability

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    Individuals with intellectual disability are all too often overlooked in the planning of their own support. Responding to this concern, and in line with person- centred planning, this paper outlines the collaborative development of a mobile app to support the communication, interests and goals of young adults who attend a disability support organisation. Existing technologies focus predominantly on enhancing academic abilities, such as literacy or numeracy, disregarding the potential to support personal interests and individual goals. Through a process of Reflective Agile Iterative Design (RAID), a mobile app was developed which enabled young adults with intellectual disability to produce an image of themselves achieving a certain goal. Although the app was designed for individual use in formal goal-setting meetings, participants used the app for social activities, such as taking ‘group selfies’, emailing their images to proxies and ‘layering’ selfies. The app supported the individuals beyond the planning process, contributing more broadly to enhancing overall communication, self-expression, and socialisation

    A non-clinical approach to describing participants with intellectual disability

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    Despite mounting evidence that standardised tests and diagnoses are often not appropriate to recruit and describe participants with intellectual disability while acknowledging their diversity, designers have few tools to describe their participants when reporting in academic literature. More importantly, most clinical language about intellectual disability is neither owned nor mastered by the people to whom it refers. This paper proposes an approach that integrates the executive function framework, as used and understood by practitioners, with the Instrumental Activities of Daily Living (IADL), as experienced and understood by people with intellectual disability, into a set of questions in relation to support. We discuss the applicability of our proposed approach, broadly and through the lens of reflections on a small case study

    An exploration of how people with intellectual disability engage with online information retrieval

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    Much of the research on how technology can support better access to online information for people with intellectual disability focuses on a deficit model. Studies are typically based on a quantitative analysis of how various aspects of cognitive functioning might impact the usability of existing technologies. In this paper, we instead present new insights into what competencies and strategies young adults with intellectual disability, who are often digital natives, are already employing to meet their online information needs. In-depth observations of 12 people using one of two search technologies (web search or video search) were analyzed together with other field notes. Beyond the importance of visuals and usability, we unpack a different view on efficiency, and on the role played by emotional barriers, confidence and social support in the use of search results ranking lists

    Immersive digital experiences to ease people with intellectual disability into new physical spaces

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    Virtual Reality (VR) has become a commodity experience for the general population, bringing down prices and generating functionality available to non-gaming community members, such as teachers and journalists. This research aims to discover how different modes of VR (video or virtual worlds) engage and assist people with intellectual disability (PID). People with ID often find communication and understanding easier when concrete examples and visual prompts are used. VR systems enable a whole new approach to concrete and visual experiences to practice everyday living situations in a safe environment. It is often thought that the experience of a headset and immersion will be overwhelming, however we have observed the opposite in early trials of a train station virtual world designed with the purpose to support PID to practice navigating the space [1]. They engaged with the experience and some were really skilled at using the controls. Between June 2016 and September 2017 we have run a series of observations of young adults with intellectual disability using head-mounted displays to experience a virtual world and/or immersive videos. Videos present a low barrier to entry, as they are very easy to capture, share and display on any smartphone paired with a simple VR viewer (eg. Cardboard). Virtual worlds present potential for interactive experiences and engage the user in decisions regarding way-finding, but they are costly to develop and can be difficult to operate depending on the controllers they require. The virtual world we trialed was a synthetic 3D game engine representing a railway station. The videos were of various spaces such as a house, the University’s campus, a dog park and a café. They were filmed with a 360 camera, from either a first-person view, or a next-to-first-person view, or a static view. Some of them presented elements of interactions such as gaze-actionable menus within the video, or gaze instructions from within the video. From an organization point of view, as evidence by feedback from support workers and managers of services who have observed our trials, both were shown to have outstanding potential in terms of training for life skills and reducing anxiety about upcoming travels in unfamiliar environments. We will share our findings in terms of usability, engagement, immersive experience, as well as appropriation at a service’s level. We will also present recommendations on formatting the content and interactive elements, as well as scaffolding the immersive experiences. Finally, we will share support worker’s insights on the many potential applications that they foresee for the technology

    Social Robots in Learning Experiences of Adults with Intellectual Disability : An Exploratory Study

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    The use of social robots has the potential to improve learning experiences in life skills for adults with intellectual disabilities (ID). Current research in the context of social robots in education has largely focused on how children with Autism Spectrum Disorder (ASD) interact with social robots primarily without a tablet, with almost no research investigating how beneficial social robots can be in supporting learning for adults with IDs. This research explores how interactions with a social humanoid robot can contribute to learning for communities of adults with ID, and how adults with ID want to engage with these robots. This exploratory study involved observation and semi-structured interviews of eleven participants with ID (in three groups, supported by their support workers) receiving information from a semi-humanoid social robot and interacting with the robot via its tablet. Two robot applications were developed to deliver content based on the participating disability support organization’s life skills curriculum for healthy lifestyle choices and exercise, considering a variety of modalities (visual, embodied, audio). The study identified four ways in which participants interact, and our findings suggest that both the physical presence of the robot and the support of the tablet play a key role in engaging adults with ID. Observation of participant interactions both with the robot and with each other shows that part of the robot’s value in learning was as a facilitator of communication.</p
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