99 research outputs found
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Empowering Expression for Users with Aphasia through Constrained Creativity
Creative activities allow people to express themselves in rich, nuanced ways. However, being creative does not always come easily. For example, people with speech and language impairments, such as aphasia, face challenges in creative activities that involve language. In this paper, we explore the concept of constrained creativity as a way of addressing this challenge and enabling creative writing. We report an app, MakeWrite, that supports the constrained creation of digital texts through automated redaction. The app was co-designed with and for people with aphasia and was subsequently explored in a workshop with a group of people with aphasia. Participants were not only successful in crafting novel language, but, importantly, self-reported that the app was crucial in enabling them to do so. We refect on the potential of technology-supported constrained creativity as a means of empowering expression amongst users with diverse needs
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Co-Created Personas: Engaging and Empowering Users with Diverse Needs Within the Design Process
Personas are powerful tools for designing technology and envisioning its usage. They are widely used to imagine archetypal users around whom to orient design work. We have been exploring co-created personas as a technique to use in co-design with users who have diverse needs. Our vision was that this would broaden the demographic and liberate co-designers of their personal relationship with a health condition. This paper reports three studies where we investigated using co-created personas with people who had Parkinson’s disease, dementia or aphasia. Observational data of co-design sessions were collected and analysed. Findings revealed that the co-created personas encouraged users with diverse needs to engage with co-designing. Importantly, they also aforded additional benefts including empowering users within a more accessible design process. Refecting on the outcomes from the diferent user groups, we conclude with a discussion of the potential for co-created personas to be applied more broadly
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Painting a Picture of Accessible Digital Art
Visual creative forms, such as painting and sculpture, are a common expressive outlet and offer an alternative to language based expression. They are particularly benefcial for those who find language challenging due to an impairment–for example, people with aphasia. However, being creative with digital platforms can be challenging due to the language-based barriers they impose.In this work, we describe an accessible tool called Inker. Inker supports people with aphasia in accessing digital creativity, supported by previously created physica lartistic work
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Designing Visual Complexity for Dual-screen Media
So many people are now using handheld second screens whilst watching TV that application developers and broadcasters are designing companion applications – second screen content that accompanies a TV programme. The nature of such dual-screen use cases inherently causes attention to be split, somewhat unpredictably. Dual-screen complexity, a clear factor in this attention split, is largely unexplored by the literature and will have an unknown (and likely negative) impact on user experience (UX). Therefore, we use empirical techniques to investigate the objective and subjective effect of dual-screen visual complexity on attention distribution in a companion content scenario. Our sequence of studies culminates in the deployment of a companion application prototype that supports adjustment of complexity (by either content curator or viewer) to allow convergence on optimum experience. Our findings assist the effective design of dual-screen content, informing content providers how to managedual second screen complexity for enhanced UX through a more blended, complementary dual-screen experience
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Cross-device media: a review of second screening and multi-device television
Television viewers interacting with second screens has become a common sight in the modern living room. Such activities are a mixture of related, semi-related, and non-related browsing of content. This growing trend is revolutionising the way that broadcasters think about their content. Through the envisioned connected home, driven by end-to-end IP connected networks, television content creators and app developers are now considering the design space for multi-device, interactive experiences. In this review paper, we consider the pre-digital beginnings of such scenarios, and progress to discuss how the introduction of mobile devices has affected the TV viewing experience. We discuss dual-screen usage over a variety of contexts in the connected home, with a focus on ‘designed’ dual-screen experiences such as companion applications. We conclude with reflections on the future of this area so that app developers, broadcasters, and academics may push further the space and improve future dual- and multi-screen experiences
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Enhancing interaction with dual-screen television through display commonalities
Second screening - engaging with a mobile device while watching TV - is ubiquitous. Previous research demonstrates that this is hampered by cognitive and physical disjuncts between the simultaneous content streams. To engage effectively with more than one screen, users must manage their attention, for example, by frequently adjusting their gaze or posture. This can lead to cognitive effort, which leads to disengagement, content sacrifice, and ultimately, affects user experience (UX) negatively. In this paper, we look to improve the design of the dual-screen scenario through display commonalities; the mirroring of one content stream (e.g., TV material or second screen content) within the other. We evaluate this design space with professional broadcast practitioners, and then conduct an empirical investigation to determine the impact of the most successful methods towards understanding their impact, and designing towards positive UX with multi-device scenarios. Copyright is held by the owner/author(s)
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Accessible Creativity with a Comic Spin
Creativity and humour allow people to be expressive and to address topics which they might otherwise avoid or find deeply uncomfortable. One such way to express these sentiments is via comics. Comics have a highly-visual format with relatively little language.They therefore offer a promising opportunity for people who experience challenges with language to express creativity and humour. Most comic tools, however, are not accessible to people with language impairments. In this paper we describe ComicSpin, a comic app designed for people with aphasia. ComicSpin builds upon the literature on supporting creativity by constraining the creative space. We report both the design process and the results of a creative workshop where people with aphasia used ComicSpin. Participants were not only successful in using the app,but were able to create a range of narrative ,humorous and subversive comics
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Investigating Mobile Accessibility Guidance for People with Aphasia
The World Wide Web Consortium’s (W3C) Web Content Accessibility Guidelines (WCAG 2.0) have become widely accepted as the standard for web accessibility evaluation. This poster investigates how the mobile version of these guidelines caters for people with aphasia (PWA) by comparing the results from user testing against that of an audit using the guidelines. We outline the efficacy of the guidelines in the broader context of how they cater for various impairments and offer some recommendations for designing for people with aphasia
Pooled analysis of cardiac safety in patients with cancer treated with pertuzumab
Background: Pertuzumab, a human epidermal growth factor receptor (HER) 2 dimerization inhibitor, has demonstrated promising efficacy in combination with trastuzumab in patients with metastatic breast cancer. As HER signaling pathways are not only involved in oncogenesis, but also in myocardial homeostasis, an analysis of cardiac safety data was undertaken in a large group of patients treated with pertuzumab. Patients and methods: A complete database of patients treated with full-dose pertuzumab was used to describe the incidence of asymptomatic left ventricular systolic dysfunction (LVSD) and symptomatic heart failure (HF). Results: Information for 598 unique patients was available for the current analysis. Of the patients treated with pertuzumab alone (n = 331) or pertuzumab in combination with a non-anthracycline-containing cytotoxic (n = 175) or trastuzumab (n = 93), 23 (6.9%), 6 (3.4%), and 6 (6.5%), respectively, developed asymptomatic LVSD and 1 (0.3%), 2 (1.1%), and 1 (1.1%), respectively, displayed symptomatic HF. None of the 15 patients receiving both pertuzumab and erlotinib demonstrated LVSD. Conclusions: Patients treated with pertuzumab experienced relatively low levels of asymptomatic LVSD or symptomatic HF. There was no notable increase in cardiac side-effects when pertuzumab was given in combination with other anticancer agent
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