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Usability Testing - An Aphasia Perspective 可用性测试——失语症视角
Abi Roper, Ian Davey, Stephanie M. Wilson, Timothy Neate, J. Marshall, Brian Grellmann
This paper reports the experience of participating in usability testing from the perspective of a person with aphasia. We briefly report adaptations to classic usability testing to enable the participation of people with aphasia. These included the use of short, direct tasks and physical artefacts such as picture cards. Authors of the paper include Ian, a user with aphasia who participated in adapted usability testing and Abi, a speech and language therapist researcher who facilitated sessions. Ian reports that these methods allowed him, as a person with aphasia, to engage with the usability testing process. We argue that such adaptations are essential in order to develop technologies which will be accessible to people with aphasia. This collaborative report provides a case for both how and why these adaptations can be made.
本文从失语症患者的角度报道了参与可用性测试的经验。我们简要报告适应经典可用性测试,使失语症患者的参与。这些方法包括使用简短、直接的任务和物理人工制品,如图片卡。这篇论文的作者包括伊恩(Ian),他是一名失语症用户,参与了适应性可用性测试;阿比(Abi)是一名言语和语言治疗研究人员,负责促进会话。Ian报告说,这些方法让他,作为一个失语症患者,能够参与到可用性测试过程中。我们认为,这样的适应是必不可少的,以开发技术,将获得失语症的人。这份合作报告提供了一个案例,说明如何以及为什么可以进行这些适应。
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引用次数: 14
Examining Image-Based Button Labeling for Accessibility in Android Apps through Large-Scale Analysis 通过大规模分析检查基于图像的按钮标签在Android应用程序中的可访问性
A. S. Ross, Xiaoyi Zhang, J. Fogarty, J. Wobbrock
We conduct the first large-scale analysis of the accessibility of mobile apps, examining what unique insights this can provide into the state of mobile app accessibility. We analyzed 5,753 free Android apps for label-based accessibility barriers in three classes of image-based buttons: Clickable Images, Image Buttons, and Floating Action Buttons. An epidemiology-inspired framework was used to structure the investigation. The population of free Android apps was assessed for label-based inaccessible button diseases. Three determinants of the disease were considered: missing labels, duplicate labels, and uninformative labels. The prevalence, or frequency of occurrences of barriers, was examined in apps and in classes of image-based buttons. In the app analysis, 35.9% of analyzed apps had 90% or more of their assessed image-based buttons labeled, 45.9% had less than 10% of assessed image-based buttons labeled, and the remaining apps were relatively uniformly distributed along the proportion of elements that were labeled. In the class analysis, 92.0% of Floating Action Buttons were found to have missing labels, compared to 54.7% of Image Buttons and 86.3% of Clickable Images. We discuss how these accessibility barriers are addressed in existing treatments, including accessibility development guidelines.
我们对手机应用的可访问性进行了第一次大规模的分析,研究了这些分析能够为手机应用的可访问性状态提供哪些独特的见解。我们分析了5753款免费Android应用,分析了三类基于图像的按钮(Clickable Images, Image buttons和Floating Action buttons)中基于标签的无障碍障碍。采用流行病学启发的框架来组织调查。免费Android应用的数量被评估为基于标签的不可访问按钮疾病。该疾病的三个决定因素被认为是:缺少标签,重复标签,和不提供信息的标签。研究人员在应用程序和基于图像的按钮类别中检查了障碍的流行程度或出现频率。在应用程序分析中,35.9%的被分析应用程序有90%或以上的被评估的基于图像的按钮被标记,45.9%的被评估的基于图像的按钮被标记的比例低于10%,其余的应用程序沿着被标记元素的比例分布相对均匀。在类分析中,92.0%的浮动动作按钮被发现缺少标签,相比之下,54.7%的图像按钮和86.3%的可点击图像。我们讨论了如何在现有的治疗中解决这些可访问性障碍,包括可访问性开发指南。
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引用次数: 52
HoloLearn HoloLearn
Beatrice Aruanno, F. Garzotto, Emanuele Torelli, F. Vona
Our research explores the potential of wearable Mixed Reality (MR) for people with Neuro-Developmental Disorders (NDD). The paper presents HoloLearn, a MR application designed in cooperation with NDD experts and implemented using HoloLens technology. The goal of HoloLearn is to help people with NDD learn how to perform simple everyday tasks in domestic environments and improve autonomy. An original feature of the system is the presence of a virtual assistant devoted to capture the user's attention and to give her/him hints during task execution in the MR environment. We performed an exploratory study involving 20 subjects with NDD to investigate the acceptability and usability of HoloLearn and its potential as a therapeutic tool. HoloLearn was well-accepted by the participants and the activities in the MR space were perceived as enjoyable, despite some usability problems associated to HoloLens interaction mechanism. More extensive and long term empirical research is needed to validate these early results, but our study suggests that HoloLearn could be adopted as a complement to more traditional interventions. Our work, and the lessons we learned, may help designers and developers of future MR applications devoted to people with NDD and to other people with similar needs.
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引用次数: 1
Assessing Virtual Assistant Capabilities with Italian Dysarthric Speech 评估虚拟助手的意大利语困难语音能力
Fabio Ballati, Fulvio Corno, Luigi De Russis
The usage of smartphone-based virtual assistants (e.g., Siri or Google Assistant) is growing, and their spread has generally a positive impact on device accessibility, e.g., for people with disabilities. However, people with dysarthria or other speech impairments may be unable to use these virtual assistants with proficiency. This paper investigates to which extent people with ALS-induced dysarthria can be understood and get consistent answers by three widely used smartphone-based assistants, namely Siri, Google Assistant, and Cortana. We focus on the recognition of Italian dysarthric speech, to study the behavior of the virtual assistants with this specific population for which no relevant studies are available. We collected and recorded suitable speech samples from people with dysarthria in a dedicated center of the Molinette hospital, in Turin, Italy. Starting from those recordings, the differences between such assistants, in terms of speech recognition and consistency in answer, are investigated and discussed. Results highlight different performance among the virtual assistants. For speech recognition, Google Assistant is the most promising, with around 25% of word error rate per sentence. Consistency in answer, instead, sees Siri and Google Assistant provide coherent answers around 60% of times.
基于智能手机的虚拟助手(例如Siri或Google Assistant)的使用正在增长,它们的传播通常对设备的可访问性产生积极影响,例如对残疾人。然而,患有构音障碍或其他语言障碍的人可能无法熟练地使用这些虚拟助手。本文调查了Siri、Google Assistant和Cortana这三种广泛使用的智能手机助手在多大程度上可以理解als诱发的构音障碍患者并获得一致的答案。我们专注于意大利语困难语音的识别,研究虚拟助手与这一特定人群的行为,没有相关的研究可用。我们在意大利都灵Molinette医院的一个专门中心收集并记录了构音障碍患者的合适语音样本。从这些录音开始,研究和讨论了这些助手在语音识别和回答一致性方面的差异。结果显示了虚拟助手的不同表现。在语音识别方面,谷歌助手是最有前途的,每句话的错误率约为25%。相反,在答案的一致性方面,Siri和谷歌助手提供连贯答案的几率约为60%。
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引用次数: 27
"It Looks Beautiful but Scary": How Low Vision People Navigate Stairs and Other Surface Level Changes “它看起来很漂亮,但很可怕”:低视力人群如何驾驭楼梯和其他地面水平变化
Yuhang Zhao, Elizabeth Kupferstein, Doron Tal, Shiri Azenkot
Walking in environments with stairs and curbs is potentially dangerous for people with low vision. We sought to understand what challenges low vision people face and what strategies and tools they use when navigating such surface level changes. Using contextual inquiry, we interviewed and observed 14 low vision participants as they completed navigation tasks in two buildings and through two city blocks. The tasks involved walking in- and outdoors, across four staircases and two city blocks. We found that surface level changes were a source of uncertainty and even fear for all participants. Besides the white cane that many participants did not want to use, participants did not use technology in the study. Participants mostly used their vision, which was exhausting and sometimes deceptive. Our findings highlight the need for systems that support surface level changes and other depth-perception tasks; they should consider low vision people's distinct experiences from blind people, their sensitivity to different lighting conditions, and leverage visual enhancements.
在有楼梯和路缘的环境中行走对视力低下的人来说有潜在的危险。我们试图了解低视力人群面临的挑战,以及他们在应对这种表面水平变化时使用的策略和工具。使用上下文调查,我们采访并观察了14名低视力参与者,他们在两座建筑物中完成导航任务,穿过两个城市街区。这些任务包括在室内和室外行走,穿越四个楼梯和两个城市街区。我们发现,表面水平的变化是所有参与者不确定甚至恐惧的来源。除了许多参与者不想使用的白色手杖外,参与者在研究中没有使用任何技术。参与者大多使用他们的视觉,这让人筋疲力尽,有时还具有欺骗性。我们的发现强调了支持表面水平变化和其他深度感知任务的系统的需求;他们应该考虑低视力人群与盲人不同的体验,他们对不同照明条件的敏感性,并利用视觉增强功能。
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引用次数: 25
Potmote: A TV Remote Control for Older Adults Potmote:老年人的电视遥控器
Siddharth Mehrotra
Traditional television remote control presents frequent challenges to older adults. These challenges arise due to lack of feedback and poor design features such as labeling, size, spatial proximity, physical feel, etc. This paper describes the design of an accessible TV remote control (Potmote) created by employing potentiometers with Arduino to enhance tactile feedback and ease of channel selection with ergonomic controls. An experimental study was conducted with 15 older adults to understand how to design a system that would allow them to change channel numbers and volume levels. The result of experiment have shown positive feedback by the subjects.
传统的电视遥控器经常给老年人带来挑战。这些挑战的产生是由于缺乏反馈和糟糕的设计功能,如标签、尺寸、空间接近度、物理感觉等。本文介绍了一种使用Arduino电位器创建的无障碍电视遥控器(Potmote)的设计,通过人体工程学控制增强触觉反馈和易于选择频道。我们对15位老年人进行了一项实验研究,以了解如何设计一个系统,使他们能够改变频道号码和音量水平。实验结果表明,实验对象的反馈是积极的。
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引用次数: 7
Bend Passwords on BendyPass: A User Authentication Method for People with Vision Impairment bendpass上的弯曲密码:一种针对视力障碍人士的用户认证方法
Daniella Briotto Faustino, A. Girouard
People with vision impairment are concerned about entering passwords in public as accessibility features (e.g. screen readers and screen magnifiers) make their passwords more vulnerable to attackers. This project aims to use bend passwords to solve this accessibility issue, as they are harder to observe than PINs. Bend passwords are a recently proposed method for user authentication that uses a combination of predefined bend and fold gestures performed on a flexible device. Our inexpensive prototype called BendyPass is made of silicone, with flex sensors able to capture and verify bend passwords, a vibration motor for gesture input haptic feedback, and a button to delete the last gesture or confirm the password. Bend passwords entered on BendyPass provide a tactile method for user authentication, designed to reduce the vulnerability to attackers and help people with vision impairment to better protect their personal information.
视力受损人士担心在公共场所输入密码,因为无障碍功能(例如屏幕阅读器和屏幕放大镜)使他们的密码更容易受到攻击者的攻击。这个项目旨在使用弯曲密码来解决这个可访问性问题,因为它们比pin更难观察。弯曲密码是最近提出的一种用户身份验证方法,它使用在灵活设备上执行的预定义弯曲和折叠手势的组合。我们的廉价原型名为BendyPass,由硅胶制成,带有能够捕获和验证弯曲密码的弯曲传感器,用于手势输入触觉反馈的振动电机,以及删除最后一个手势或确认密码的按钮。在BendyPass上输入的弯曲密码为用户身份验证提供了一种触觉方法,旨在减少攻击者的脆弱性,并帮助视力受损的人更好地保护他们的个人信息。
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引用次数: 8
Interactively Modeling and Visualizing Neighborhood Accessibility at Scale: An Initial Study of Washington DC 交互式建模和可视化社区可达性:华盛顿特区的初步研究
Anthony Li, Manaswi Saha, Anupam Gupta, Jon E. Froehlich
Walkability indices such as walkscore.com model the proximity and density of walkable destinations within a neighborhood. While these metrics have gained widespread use (e.g., incorporated into real-estate tools), they do not integrate accessibility-related features such as sidewalk conditions or curb ramps-thereby excluding a significant portion of the population. In this poster paper, we explore the initial design and implementation of neighborhood accessibility models and visualizations for people with mobility impairments. We are able to overcome previous data availability challenges by using the Project Sidewalk API, which provides access to 255,000+ labels about the accessibility and location of DC sidewalks.
walkscore.com等可步行性指数对一个社区内可步行目的地的接近程度和密度进行建模。虽然这些指标已经得到了广泛的应用(例如,整合到房地产工具中),但它们并没有整合与可访问性相关的特征,如人行道条件或路边坡道,从而排除了很大一部分人口。在这张海报中,我们探讨了为行动障碍人士设计的社区无障碍模型和可视化的初步设计和实施。通过使用Project Sidewalk API,我们能够克服以前的数据可用性挑战,该API提供了对DC人行道可访问性和位置的255,000多个标签的访问。
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引用次数: 16
Turn Right: Analysis of Rotation Errors in Turn-by-Turn Navigation for Individuals with Visual Impairments 右转:视觉障碍人群逐向导航旋转误差分析
D. Ahmetovic, U. Oh, S. Mascetti, C. Asakawa
Navigation assistive technologies aim to improve the mobility of blind or visually impaired people. In particular, turn-by-turn navigation assistants provide sequential instructions to enable autonomous guidance towards a destination. A problem frequently addressed in the literature is to obtain accurate position and orientation of the user during such guidance. An orthogonal challenge, often overlooked in the literature, is how precisely navigation instructions are followed by users. In particular, imprecisions in following rotation instructions lead to rotation errors that can significantly affect navigation. Indeed, a relatively small error during a turn is amplified by the following frontal movement and can lead the user towards incorrect or dangerous paths. In this contribution, we study rotation errors and their effect on turn-by-turn guidance for individuals with visual impairments. We analyze a dataset of indoor trajectories of 11 blind participants guided along three routes through a multi-story shopping mall using NavCog, a turn-by-turn smartphone navigation assistant. We find that participants extend rotations by 17º on average. The error is not proportional to the expected rotation; instead, it is accentuated for "slight turns" (22.5º-60º), while "ample turns" (60º-120º) are consistently approximated to 90º. We generalize our findings as design considerations for engineering navigation assistance in real-world scenarios.
导航辅助技术旨在改善盲人或视障人士的行动能力。特别是,逐向导航助手提供顺序指令,以实现自动导航到目的地。文献中经常提到的一个问题是在这种引导中获得用户的准确位置和方向。一个在文献中经常被忽视的正交挑战是,用户如何精确地遵循导航指令。特别是,旋转指令的不精确会导致旋转错误,从而严重影响导航。事实上,转弯过程中一个相对较小的错误会被随后的正面运动放大,并可能导致用户走向错误或危险的路径。在这篇文章中,我们研究了旋转误差及其对视觉障碍个体转弯引导的影响。我们分析了11名盲人参与者的室内轨迹数据集,该数据集使用智能手机导航助手NavCog引导他们沿着三条路线穿过一个多层购物中心。我们发现参与者将旋转平均延长了17度。误差与期望的旋转不成比例;相反,它被强调为“轻微转弯”(22.5º-60º),而“充足转弯”(60º-120º)始终近似于90º。我们将我们的研究结果概括为实际场景中工程导航辅助的设计考虑因素。
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引用次数: 27
'Wow! You're Wearing a Fitbit, You're a Young Boy Now!": Socio-Technical Aspirations for Children with Autism in India “哇!你戴着Fitbit,你现在是个小男孩了!:印度自闭症儿童的社会技术愿望
Sumita Sharma, K. Achary, H. Kaur, Juhani Linna, M. Turunen, Blessin Varkey, Jaakko Hakulinen, Sanidhya Daeeyya
In this paper, we build a case for incorporating socio-technical aspirations of different stakeholders, e.g. parents, care-givers, and therapists, to motivate technology acceptance and adoption for children with autism. We base this on findings from two studies at a special school in New Delhi. First, with six children with autism, their parents and therapists we explored whether fitness bands motivate children with autism in India to increase their physical activity. Second, with five parents and specialists at the same school, we conducted interviews to understand their expectations from and current usage of technology. Previous work defines a culture-based framework for assistive technology design with three dimensions: lifestyle, socio-technical infrastructure, and monetary and informational resources. To this framework we propose a fourth dimension of socio-technical aspirations. We discuss the implications of the proposed fourth dimension to the existing framework.
在本文中,我们建立了一个案例,将不同利益相关者(如父母、照顾者和治疗师)的社会技术愿望结合起来,以激励自闭症儿童接受和采用技术。我们基于在新德里一所特殊学校进行的两项研究的结果。首先,我们对六名自闭症儿童、他们的父母和治疗师进行了研究,探讨健身手环是否能激励印度自闭症儿童增加体育活动。其次,我们与同一所学校的五位家长和专家进行了访谈,以了解他们对技术的期望和目前的使用情况。先前的工作定义了一个基于文化的辅助技术设计框架,包括三个维度:生活方式、社会技术基础设施、货币和信息资源。对于这个框架,我们提出了社会技术愿望的第四个维度。我们讨论了拟议的第四个维度对现有框架的影响。
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引用次数: 5
期刊
Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility
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