20 research outputs found
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CreaTable Content and Tangible Interaction in Aphasia
Multimedia digital content (combining pictures, text and music) is ubiquitous. The process of creating such content using existing tools typically requires complex, language-laden interactions which pose a challenge for users with aphasia (a language impairment following brain injury). Tangible interactions offer a potential means to address this challenge, however, there has been little work exploring their potential for this purpose. In this paper, we present CreaTable – a platform that enables us to explore tangible interaction as a means of supporting digital content creation for people with aphasia. We report details of the co-design of CreaTable and findings from a digital creativity workshop. Workshop findings indicated that CreaTable enabled people with aphasia to create something they would not otherwise have been able to. We report how users’ aphasia profiles affected their experience, describe tensions in collaborative content creation and provide insight into more accessible content creation using tangibles
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Codesign for People with Aphasia Through Tangible Design Languages
Codesign techniques encourage designers and end-users to work together in the creation of design solutions, but often make assumptions about the ways in which participants will be able to communicate. This can lead to the unwitting exclusion of people with communication impairments from the design of technologies that have the potential to transform their lives. This paper reports our research into codesign techniques for people whose communication skills are impaired. A variety of techniques were explored on two projects; some were adaptations of existing codesign techniques, others were created specially. In both cases, the emphasis was on creating tangible design languages. The results illustrate how people with communication impairments can be given a voice in design and demonstrate the benefits of doing so
Giving a voice through design:adapting design methods to enhance the participation of people with communication difficulties
Many participatory design methods are heavily reliant on the presence of communication skills, with approaches often focusing on verbal or written outputs. For people with communication difficulties it can often be difficult to engage with such approaches. This workshop aims to bring together researchers, designers and practitioners to explore share both positive and challenging experiences of working with users with communication difficulties within participatory design. We will generate a description of a set of design methods which have been adapted and used with people communication difficulties, with a view to enhancing the knowledge and skills of workshop participants for the future
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Computer delivery of gesture therapy for people with severe aphasia
Background: Using gesture as a compensatory communication strategy may be challenging for people with severe aphasia. Therapy can improve skills with gesture, at least in elicitation tasks, but gains ar often modest. Raising the treatment dose with technology might improve outcomes.
Aims: This feasibility study developed a computer gesture therapy tool (GeST), and piloted it with nine people who have severe aphasia. It aimed to determine whether practice with GeST would improve gesture production and/or spoken naming. It also explored whether GeST encouraged independent practice and was easy to use.
Methods & Procedures: Pilot participants had 6 weeks practice with GeST, flanked by pre- and post-therapy tests of gesture and word production. Usability was explored through interviews and structured observations, and the amount of time spent in the programme was monitored.
Outcomes & Results: Scores on the gesture test were evaluated by 36 independent raters. Recognition scores for gestures practised with the tool improved significantly after therapy and the gain was maintained. However, gains were small and only occurred on items that were practised with regular therapist support. There was no generalisation to unpractised gestures and no effect on spoken naming. Usability results were positive. Participants undertook an average of 64.4 practice sessions with GeST, and the average session length was just under 14 minutes.
Conclusions: GeST was proved to be easy and enjoyable to use and had some effect on participants’ gesturing skills. Increasing the magnitude of gains would be desirable. The effect on everyday communication needs to be explored
The Lantern Vol. 72, No. 2, Spring 2005
• Transmigration • Faces of the Moon • Euphony of the Euphonium • He Met Me in the Arcs & Ebbs of Frailty • An Adoration of Ordination • Ebony: The Essence Thereof • Curbside Statue Has No Legs Left • Triggerfinger Romance • Lost • Running Through Connecticut • Eve • The Day Lates and the Dollar Shorts • Somnambulist • That\u27s That • The Glenn Machine • Evenfall in Bad Homburg • Absence of Field • Dating Myself • Traveling Without a Map • The Non-Euclidean Way to Get Some Bagels • La Belle Epoque • Satin Boxeshttps://digitalcommons.ursinus.edu/lantern/1166/thumbnail.jp
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The harm in conflating aging with accessibility
Including older adults as full stakeholders in digital society. </p