81 research outputs found

    DESIGN DE PRODUTOS ASSISTIVOS PARA IDOSOS

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    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 às características, necessidades e preferências desta população. Na prática, o desafio é desenvolver produtos cujas demandas para o uso sejam diminuídas, o que resulta na facilitação do uso para uma maior diversidade de usuários. Estas demandas compreendem as habilidades – físicas, sensoriais e cognitivas – que o uso de um determinado produto exige do usuário para um desempenho satisfatório. Considerando o declínio 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 físicas, 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

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    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

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    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

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    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

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    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

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    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. &nbsp

    Video game simulation on car driving: Analysis of participants’ gaze behavior and perception of usability, risk, and visual attention

    Get PDF
    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.

    INFLUÊNCIA DO GÊNERO NA PERCEPÇÃO EMOCIONAL DE USUÁRIOS DE CADEIRAS DE RODAS A PARTIR DO AUTORRELATO E MICROEXPRESSÃO FACIAL

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    A pessoa com deficiência é socialmente caracterizada por suas limitações e pelos dispositivos assistivos. Em especial a Cadeira de rodas (CR) é uma Tecnologia Assistiva vista como socialmente limitante. Isto pode influenciar a experiência emocional com estes produtos estigmatizados. Este estudo buscou compreender como o gênero influencia a percepção emocional de usuários de CR a partir da análise de duas diferentes ferramentas metodológicas: autorrelato (EMOG) e fisiológica (FaceReader®). Participaram do estudo 20 usuários de CR, sendo 10 do gênero masculino e 10 do gênero feminino (idade média de 41,76 anos e dp. 11,34). Assim, foi possível qualificar e quantificar a emoção desses usuários, e os resultados alcançados com o presente estudo permitem afirmar que tanto o Emog quanto o FaceReader® identificam que os participantes do gênero masculino demonstram emoções mais positivas e com maior intensidade, se comparado aos participantes do gênero feminino
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