480 research outputs found

    Ease-of-Use of Tactile Interaction for Novice Older Adults

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    International audienceUsability, particularly ease-of-use, is a main factor affecting the acceptance of technologies by older adults. Mobile devices offer great possibilities for well-being applications, but they are often equipped with touchscreen. In order to evaluate the ease-of-use of tactile interaction, this study compares the performances of 16 novice (mean age 74) and 8 experienced older adults (mean 75) during the execution of drag-and-drop interaction for achieving tactile puzzle games on smartphone and tablet, with pen and fingers. Results show that novice users were able accomplish interaction accurately with longer times but no significant difference of errors of accuracy

    Improving accessibility of tactile interaction for older users: lowering accuracy requirements to support drag-and-drop interaction

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    International audienceMobile applications offer great possibilities to the aging population but older adults face accessibility problems when using devices equipped with touchscreen. In order to respond to older users' special needs, it is necessary to support older users during tactile interaction to reduce error rates. The aim of this study is to evaluate the effects of the accuracy requirements for drag-and-drop interaction. 24 able-bodied older adults with different profiles (aged 65 to 86 years old, with corrected and not corrected eyesight, normal and low dexterity, different levels of education, different experience of use of computers and touchscreen) executed a series of tactile puzzle games on smartphone and tablet, with pen and fingers. We evaluate the number of errors for two levels of accuracy required for positioning the puzzle pieces: 95% (higher) and 80% (lower). Older adults made fewer errors of accuracy during lower accuracy levels and consequently fewer supplementary gestures for positioning the targets. Besides, lowering the accuracy requirement was an effective support for interaction because it also reduced the effects of users' profiles, improving the accessibility for people with no experience of use of computers

    Interaction techniques for older adults using touchscreen devices : a literature review

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    International audienceSeveral studies investigated different interaction techniques and input devices for older adults using touchscreen. This literature review analyses the population involved, the kind of tasks that were executed, the apparatus, the input techniques, the provided feedback, the collected data and author's findings and their recommendations. As conclusion, this review shows that age-related changes, previous experience with technologies, characteristics of handheld devices and use situations need to be studied

    Etude comparative de l'analyse des mouvements lors d'une interaction tactile : adultes versus ainés

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    International audienceThis paper reports a comparative study on the analysis of the users’ movements and their consequences in users’ performances (time, error rates) during interaction of 15 older adults and 15 adults with touchscreen. The analysis of the movement of the users’ wrist during the execution of interaction gestures allow to understand the differences in performances between older and younger users.Cet article prĂ©sente une Ă©tude comparative de l'analyse des mouvements de l'utilisateur et leurs consĂ©quences sur la performance (temps, taux d'erreurs) durant l'interaction avec des Ă©crans tactiles sur une population de 15 participants ĂągĂ©s versus 15 adultes. L'analyse du mouvement du poignet durant l'exĂ©cution des gestes d'interaction permet de comprendre les diffĂ©rences de performances entre utilisateurs ĂągĂ©s et plus jeunes

    Usage de technologies d'interaction par des personnes ùgées atteintes d'une maladie d'Alzheimer

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    National audienceL'objectif de ce papier est de montrer comment adapter des techniques d'interaction Ă  la souris pour favoriser l’accessibilitĂ© des technologies aux personnes atteintes de troubles cognitifs. Le laboratoire de GĂ©rontechnologie du GĂ©rontopĂŽle de Toulouse vise Ă  concevoir des exercices numĂ©riques de rĂ©Ă©ducation cognitive pour des personnes atteintes de la maladie d’Alzheimer. L’efficacitĂ© de ces exercices nĂ©cessite une Interaction Homme-Machine (IHM) utilisable et efficiente. Pour cela, nous avons rĂ©alisĂ© une Ă©tude sur trois techniques d’interaction Ă  base de pointage (Clic Ă  clic, Drag and drop et Clic et aimantation). 97 personnes ĂągĂ©es avec (68) ou sans (28) maladie d’Alzheimer mesurĂ©e par le MMSE ont Ă©tĂ© recrutĂ©es. Les rĂ©sultats (extra clic et temps de la tĂąche) montrent que la technique Clic et aimantation est la plus adaptĂ©e aux personnes atteintes de la maladie d’Alzheimer

    Design and evaluation of Multi-function Scanning System : a case study

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    International audienceWe present in this paper an assistive technology of communication and command for quadriplegics. To carry out this assistive technology, a user centered design approach with the patient, his occupational therapists and his family was conducted. Various iterative versions of the prototype have been defined by means of the SOKEYTO platform to meet the needs and the abilities of the quadriplegic person. Options carried out and consecutive choice will be reported as well the difficulties to implement. The assistive technology was used by one quadriplegic person. A qualitative evaluation is also reported

    TALN et IHM : une approche transdisciplinaire pour la saisie de textes de personnes en situation de handicaps

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    International audienceCe papier vise d'une part, à présenter une synthÚse des méthodes d'optimisation pluridisciplinaires alliant le traitement automatique de la langue naturelle et celui l'interaction homme-machine et d'autre part à soulever les nouveaux verrous scientifiques posés par l'arrivée des nouvelles technologies et des nouveaux modes d'écriture pour la saisie de textes. Cette synthÚse abordera les principes d'optimisation des agencements spatiaux des claviers virtuels et ceux de la prédiction de caractÚres et/ou des mots à afficher en tenant compte des nouveaux supports d'interaction et des nouvelles technologie

    Particularismes de la recherche technologique au profit des personnes présentant une maladie d'Alzheimer ou un syndrome apparenté

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    National audienceTechnological research for those suffering Alzheimer disease or related syndromes is different both from regular technological and medical research. We are studying both the user its tool as one only topic. The cognitive disease has an impact on the structure of the study as well as on how the user will interact with the tool. i.e.: it will modify the participation of the user (consent, difficulties to adapt, tiredness...), cause the irruption of the caregivers in the user’s way of life. This com-plex environment requires a multidimensional, multidisciplinary approach framed in a common research goal. The researchers must share an embedded ethical part in their research. The iterative user-centred approach, in our lab, develops in four steps: brain-storming, focus groups, living lab and true-life lab. L’approche itĂ©rative centrĂ©e utilisateur qui va, pour notre laboratoire, comporter quatre Ă©tapes, du plus amont au plus proche de la mise en service : brain-storming, focus groups, living lab puis true-life lab (« vie vraie »).Iterations may imply a compleat step down to the previous step or apply only to a partial hypothesis we could not verify. The true-life lab is a survey of the deployment of the tool in the prospect, uncontroled, use envi-ronment (as opoosed to a controled living lab environment); it will show acceptance and use issues as well as technical robustness. The true-life has four steps: election of the ecosystem, technical deployment, scenario based tests and assessed free use. Success of the true-life lab step will allow clinical trials with the tool.La recherche technologique au profit des personnes prĂ©sentant une maladie d’Alzheimer ou un syndrome apparentĂ© prĂ©sente des particularitĂ©s qui la distinguent tant de la recherche technologique que de la recherche mĂ©dicale classiques. Le sujet d’étude implique un couple outil, usager ; il doit donc prendre en compte les particularitĂ©s de la maladie neurodĂ©gĂ©nĂ©rative qui vont avoir une influence tant sur la structuration de l’étude que sur l’interaction entre l’homme et le dispositif. Ces particularitĂ©s sont les rĂ©percussions de la maladie elle-mĂȘme sur la participation de l’usager (capacitĂ© Ă  consentir, trouble de l’adaptation, fatigabilité ) mais Ă©galement l’intrusion des aidants dans son mode de vie. La prise en compte de cet environnement de recherche complexe implique une approche pluridimensionnelle et multidisciplinaire dans le cadre d’un objectif de recherche. Les acteurs partagent une rĂ©flexion Ă©thique continue intĂ©grĂ©e au projet. L’approche itĂ©rative centrĂ©e utilisateur va, pour notre laboratoire, comporter quatre Ă©tapes, du plus amont au plus proche de la mise en service : brain-storming, focus groups, living lab puis true-life lab (« vie vraie »). Lors des itĂ©rations, un retour complet ou ponctuel aux Ă©tapes prĂ©cĂ©dentes pourra ĂȘtre rĂ©alisĂ© devant des hypothĂšses qui ne se seront pas vĂ©rifiĂ©es. Le true-life lab est le dĂ©ploiement sous surveillance, dans des conditions d’usage et dans un environnement d’usage qui n’est pas contrĂŽlĂ© (par opposition au living lab) ; il permet de mettre en Ă©vidence des Ă©lĂ©ments d’acceptabilitĂ© et d’usage mais Ă©galement des aspects techniques de robustesse. Le true-life lab se dĂ©cline en quatre phases : choix de l’écosystĂšme de dĂ©ploiement, dĂ©ploiement technique, usage scĂ©narisĂ© et enfin usage libre Ă©valuĂ©. Le succĂšs du true-life lab permet le passage Ă  une Ă©valuation clinique

    Co-design of the Medical Assistive and Transactional Technologies system

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    National audienceThis paper could argue that the co-design method is strongly needed to design acceptable and usable assistive technologies. It describes the co-design of the Medical Assistive and Transactional Technologies (MATT) system. This method was implemented for Matthieu a quadriplegic and a non verbal person. The paper reports how the collaborative design was running between Matthieu, his occupational therapists, his family and the designer team

    MIOZ : a Wizard of Oz platform to design ambient technologies

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    CongrĂšs sous l’égide de la SociĂ©tĂ© Française de GĂ©nie Biologique et MĂ©dical (SFGBM).National audienceAmbient assisted living is become an essential concept to design suited solutions to keep people at home with safety conditions. In this way, many innovative technologies based on information communication technologies (ICT) have been proposed recently. An interesting and promising research way would be to explore a new design of interaction in con-nection with ambient wireless sensors. In this article we describe how a Wizard of Oz platform (called MIOZ) works with a wireless sensors network to acquire data from the behavior of the user. The principle is illustrated through a real scenario
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