Penelope Allen, Judith Garman, I. Calvert, J. Murison
Television viewing is accompanied by ever more complex supporting content: as interactive TV becomes more functional, it also becomes more multimodal. Television typography is no longer limited to teletext, subtitles and captions. It provides navigation, tickers, tabulated results, info-graphics and is embedded in videos and games. At the same time, screen resolution is improving, and the size of household screens are increasing. Currently, little is known about what user needs are associated with these advances. With the use of a customisation prototype, the research explores television typography by understanding the preferences of a variety of users; people with cognitive and sensory access needs, older users and users with no stated access needs. The results from the first study showed participants preferred a larger font size than the current television standard. This preference was particularly prevalent when text was presented along with other content elements demanding attentional focus. The font type Helvetica Neue was particularly favoured by participants with access needs. The second study aims to establish a further exploration into font size for differing interactive environments. We seek to develop the prototype to test and improve the accessibility of interactive TV services.
{"title":"Reading in multimodal environments: assessing legibility and accessibility of typography for television","authors":"Penelope Allen, Judith Garman, I. Calvert, J. Murison","doi":"10.1145/2049536.2049604","DOIUrl":"https://doi.org/10.1145/2049536.2049604","url":null,"abstract":"Television viewing is accompanied by ever more complex supporting content: as interactive TV becomes more functional, it also becomes more multimodal. Television typography is no longer limited to teletext, subtitles and captions. It provides navigation, tickers, tabulated results, info-graphics and is embedded in videos and games. At the same time, screen resolution is improving, and the size of household screens are increasing. Currently, little is known about what user needs are associated with these advances. With the use of a customisation prototype, the research explores television typography by understanding the preferences of a variety of users; people with cognitive and sensory access needs, older users and users with no stated access needs. The results from the first study showed participants preferred a larger font size than the current television standard. This preference was particularly prevalent when text was presented along with other content elements demanding attentional focus. The font type Helvetica Neue was particularly favoured by participants with access needs. The second study aims to establish a further exploration into font size for differing interactive environments. We seek to develop the prototype to test and improve the accessibility of interactive TV services.","PeriodicalId":351090,"journal":{"name":"The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131239464","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Our work addresses the development of a Serious Game for the diagnostic and learning of persons with cognitive disabilities. In reality, many studies have shown that young people, especially children, are attracted towards computer games. Often, they play these games with great interest and attention. Thus, the idea of using serious games to provide education is attractive for most of them. This work is situated in the context of Project CLES. This project, in collaboration with many research laboratories, aims at developing an Adaptive Serious Game to treat a variety of cognitive handicaps. In this context, this article presents a system that generates learning scenarios keeping into account the user's profile and their learning objectives. The user's profile is used to represent the cognitive abilities and the domain competences of the user. The system also records the user's activities during his/her interaction with the Serious Game and represents them in interaction traces. These traces are used as knowledge sources in the generation of learning scenarios.
{"title":"Helping children with cognitive disabilities through serious games: project CLES","authors":"A. Hussaan, Karim Sehaba, A. Mille","doi":"10.1145/2049536.2049592","DOIUrl":"https://doi.org/10.1145/2049536.2049592","url":null,"abstract":"Our work addresses the development of a Serious Game for the diagnostic and learning of persons with cognitive disabilities. In reality, many studies have shown that young people, especially children, are attracted towards computer games. Often, they play these games with great interest and attention. Thus, the idea of using serious games to provide education is attractive for most of them. This work is situated in the context of Project CLES. This project, in collaboration with many research laboratories, aims at developing an Adaptive Serious Game to treat a variety of cognitive handicaps. In this context, this article presents a system that generates learning scenarios keeping into account the user's profile and their learning objectives. The user's profile is used to represent the cognitive abilities and the domain competences of the user. The system also records the user's activities during his/her interaction with the Serious Game and represents them in interaction traces. These traces are used as knowledge sources in the generation of learning scenarios.","PeriodicalId":351090,"journal":{"name":"The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126198966","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Michael Kipp, Quan Nguyen, A. Héloir, Silke Matthes
Signing avatars have the potential to become a useful and even cost-effective method to make written content more accessible for Deaf people. However, avatar research is characterized by the fact that most researchers are not members of the Deaf community, and that Deaf people as potential users have little or no knowledge about avatars. Therefore, we suggest two well-known methods, focus groups and online studies, as a two-way information exchange between research and the Deaf community. Our aim was to assess signing avatar acceptability, shortcomings of current avatars and potential use cases. We conducted two focus group interviews (N=8) and, to quantify important issues, created an accessible online user study(N=317). This paper deals with both the methodology used and the elicited opinions and criticism. While we found a positive baseline response to the idea of signing avatars, we also show that there is a statistically significant increase in positive opinion caused by participating in the studies. We argue that inclusion of Deaf people on many levels will foster acceptance as well as provide important feedback regarding key aspects of avatar technology that need to be improved.
{"title":"Assessing the deaf user perspective on sign language avatars","authors":"Michael Kipp, Quan Nguyen, A. Héloir, Silke Matthes","doi":"10.1145/2049536.2049557","DOIUrl":"https://doi.org/10.1145/2049536.2049557","url":null,"abstract":"Signing avatars have the potential to become a useful and even cost-effective method to make written content more accessible for Deaf people. However, avatar research is characterized by the fact that most researchers are not members of the Deaf community, and that Deaf people as potential users have little or no knowledge about avatars. Therefore, we suggest two well-known methods, focus groups and online studies, as a two-way information exchange between research and the Deaf community. Our aim was to assess signing avatar acceptability, shortcomings of current avatars and potential use cases. We conducted two focus group interviews (N=8) and, to quantify important issues, created an accessible online user study(N=317). This paper deals with both the methodology used and the elicited opinions and criticism. While we found a positive baseline response to the idea of signing avatars, we also show that there is a statistically significant increase in positive opinion caused by participating in the studies. We argue that inclusion of Deaf people on many levels will foster acceptance as well as provide important feedback regarding key aspects of avatar technology that need to be improved.","PeriodicalId":351090,"journal":{"name":"The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133738012","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Smartphones provide new exciting opportunities to visually impaired users because these devices can support new assistive technologies that cannot be deployed on desktops or laptops. Some devices, like the iPhone, are rapidly gaining popularity among the visually impaired since the use of pre-installed screenreader applications renders these devices accessible. However, there are still some operations that require a longer time or higher mental workload to be completed by a visually impaired user. In this contribution we present a novel application for text entry, called TypeInBraille, that is based on the Braille code and hence is specifically designed for blind users.
{"title":"TypeInBraille: a braille-based typing application for touchscreen devices","authors":"S. Mascetti, C. Bernareggi, Matteo Belotti","doi":"10.1145/2049536.2049614","DOIUrl":"https://doi.org/10.1145/2049536.2049614","url":null,"abstract":"Smartphones provide new exciting opportunities to visually impaired users because these devices can support new assistive technologies that cannot be deployed on desktops or laptops. Some devices, like the iPhone, are rapidly gaining popularity among the visually impaired since the use of pre-installed screenreader applications renders these devices accessible. However, there are still some operations that require a longer time or higher mental workload to be completed by a visually impaired user. In this contribution we present a novel application for text entry, called TypeInBraille, that is based on the Braille code and hence is specifically designed for blind users.","PeriodicalId":351090,"journal":{"name":"The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134215407","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Clothing is a universal aspect of life and a significant form of communication for both the wearer and observer. However, clothing is almost exclusively perceived visually begging the question: "How is beauty in fashion interpreted by those with vision impairments?" We conducted face-to-face interviews and a diary study with eight legally blind participants to gain the perspectives of those with vision impairments on what makes clothing attractive and appealing. Our primary focus was gathering their point-of-view on beauty in clothing but all of the participants also discussed accessibility challenges of clothing and fashion. We report our findings on the major aspects of clothing's appeal to blind wearers as well as the challenges with lack of access and assistive technology. These findings have far-reaching implications for future research within fashion design, interaction design and assistive technology.
{"title":"Fashion for the blind: a study of perspectives","authors":"Michele A. Burton","doi":"10.1145/2049536.2049625","DOIUrl":"https://doi.org/10.1145/2049536.2049625","url":null,"abstract":"Clothing is a universal aspect of life and a significant form of communication for both the wearer and observer. However, clothing is almost exclusively perceived visually begging the question: \"How is beauty in fashion interpreted by those with vision impairments?\" We conducted face-to-face interviews and a diary study with eight legally blind participants to gain the perspectives of those with vision impairments on what makes clothing attractive and appealing. Our primary focus was gathering their point-of-view on beauty in clothing but all of the participants also discussed accessibility challenges of clothing and fashion. We report our findings on the major aspects of clothing's appeal to blind wearers as well as the challenges with lack of access and assistive technology. These findings have far-reaching implications for future research within fashion design, interaction design and assistive technology.","PeriodicalId":351090,"journal":{"name":"The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134371884","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Throughout 6 months of blind user's touch panel usage interview, there were many problems of touch panel's audio assistant. The participant strongly demanded to improve the low accuracy and the slow software keyboard typing, and the poor understanding of the shape of the picture. She was also interested in recognizing the 3D shapes. Thus, we developed a fingertip tactile feedback system in order to indicate the "f" and "j" key for touch-typing and improved the speed of the software keyboard typing, and simplify the way to understand the 3D shapes. In this paper, we introduce and evaluate the recognition of the 3D shape by three participants using the system. The results showed that the proposed system succeeded in enabling the visually impaired participants to recognize the 3D shapes.
{"title":"Evaluating information support system for visually impaired people with mobile touch screens and vibration","authors":"Takato Noguchi, Yusuke Fukushima, I. Yairi","doi":"10.1145/2049536.2049588","DOIUrl":"https://doi.org/10.1145/2049536.2049588","url":null,"abstract":"Throughout 6 months of blind user's touch panel usage interview, there were many problems of touch panel's audio assistant. The participant strongly demanded to improve the low accuracy and the slow software keyboard typing, and the poor understanding of the shape of the picture. She was also interested in recognizing the 3D shapes. Thus, we developed a fingertip tactile feedback system in order to indicate the \"f\" and \"j\" key for touch-typing and improved the speed of the software keyboard typing, and simplify the way to understand the 3D shapes. In this paper, we introduce and evaluate the recognition of the 3D shape by three participants using the system. The results showed that the proposed system succeeded in enabling the visually impaired participants to recognize the 3D shapes.","PeriodicalId":351090,"journal":{"name":"The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114035866","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In User-Centred Design (UCD) the needs and preferences of the end user are given primary consideration. In some cases, current methodologies such as interviewing may be difficult to conduct, for example when working with children, particularly those with Autism Spectrum Disorders (ASD). This paper outlines an approach to understanding the end-users, context and subject matter through the use of peer interviewing. This is proposed as a viable adaptation to User-Centred methodologies for inclusion of children and those with ASD.
{"title":"Peer interviews: an adapted methodology for contextual understanding in user-centred design","authors":"R. Menzies, A. Waller, H. Pain","doi":"10.1145/2049536.2049603","DOIUrl":"https://doi.org/10.1145/2049536.2049603","url":null,"abstract":"In User-Centred Design (UCD) the needs and preferences of the end user are given primary consideration. In some cases, current methodologies such as interviewing may be difficult to conduct, for example when working with children, particularly those with Autism Spectrum Disorders (ASD). This paper outlines an approach to understanding the end-users, context and subject matter through the use of peer interviewing. This is proposed as a viable adaptation to User-Centred methodologies for inclusion of children and those with ASD.","PeriodicalId":351090,"journal":{"name":"The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114618850","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Fatima A. Boujarwah, Nazneen, Hwajung Hong, G. Abowd, R. Arriaga
We present the findings from a cross-cultural study of the expectations and perceptions of individuals with autism and other intellectual disabilities (AOID) in Kuwait, Pakistan, South Korea, and the United States. Our findings exposed cultural nuances that have implications for the design of assistive technologies. We develop a framework, based on three themes; 1) lifestyle; 2) socio-technical infrastructure; and 3) monetary and informational resources within which the cultural implications and opportunities for assistive technology were explored. The three key contributions of this work are: 1) the development of a framework that outlines how culture impacts perceptions and expectations of individuals with social and intellectual disabilities; 2) a mapping of how this framework leads to implications and opportunities for assistive technology design; 3) the presentation of concrete examples of how these implications impact the design of three emerging assistive technologies.
{"title":"Towards a framework to situate assistive technology design in the context of culture","authors":"Fatima A. Boujarwah, Nazneen, Hwajung Hong, G. Abowd, R. Arriaga","doi":"10.1145/2049536.2049542","DOIUrl":"https://doi.org/10.1145/2049536.2049542","url":null,"abstract":"We present the findings from a cross-cultural study of the expectations and perceptions of individuals with autism and other intellectual disabilities (AOID) in Kuwait, Pakistan, South Korea, and the United States. Our findings exposed cultural nuances that have implications for the design of assistive technologies. We develop a framework, based on three themes; 1) lifestyle; 2) socio-technical infrastructure; and 3) monetary and informational resources within which the cultural implications and opportunities for assistive technology were explored. The three key contributions of this work are: 1) the development of a framework that outlines how culture impacts perceptions and expectations of individuals with social and intellectual disabilities; 2) a mapping of how this framework leads to implications and opportunities for assistive technology design; 3) the presentation of concrete examples of how these implications impact the design of three emerging assistive technologies.","PeriodicalId":351090,"journal":{"name":"The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124880819","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The present study investigates the effectiveness of a computer-based intervention to support adults with severe speech and physical impairments (SSPI) in developing their phonological awareness, an essential contributory factor to literacy acquisition. Three participants with SSPI undertook seven intervention sessions during which they were asked to play a training game on an iPad. The game was designed to enable learners to practice their phonological awareness skills independently with minimal instruction from human instructors. Preliminary results of post-intervention assessments demonstrate general positive effects of the intervention upon the phonological awareness and literacy skills of the participants. These results support the use of mainstream technologies to aid learning for individuals with disabilities.
{"title":"Using a computer intervention to support phonological awareness development of nonspeaking adults","authors":"H. Trinh","doi":"10.1145/2049536.2049632","DOIUrl":"https://doi.org/10.1145/2049536.2049632","url":null,"abstract":"The present study investigates the effectiveness of a computer-based intervention to support adults with severe speech and physical impairments (SSPI) in developing their phonological awareness, an essential contributory factor to literacy acquisition. Three participants with SSPI undertook seven intervention sessions during which they were asked to play a training game on an iPad. The game was designed to enable learners to practice their phonological awareness skills independently with minimal instruction from human instructors. Preliminary results of post-intervention assessments demonstrate general positive effects of the intervention upon the phonological awareness and literacy skills of the participants. These results support the use of mainstream technologies to aid learning for individuals with disabilities.","PeriodicalId":351090,"journal":{"name":"The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130280490","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Galliers, Stephanie M. Wilson, Sam Muscroft, J. Marshall, Abi Roper, Naomi Cocks, T. Pring
People with aphasia experience difficulties with all aspects of language and this can mean that their access to technology is substantially reduced. We report a study undertaken to investigate the issues that confront people with aphasia when interacting with technology, specifically 3D game environments. Five people with aphasia were observed and interviewed in twelve workshop sessions. We report the key themes that emerged from the study, such as the importance of direct mappings between users' interactions and actions in a virtual environment. The results of the study provide some insight into the challenges, but also the opportunities, these mainstream technologies offer to people with aphasia. We discuss how these technologies could be more supportive and inclusive for people with language and communication difficulties.
{"title":"Accessibility of 3D game environments for people with Aphasia: an exploratory study","authors":"J. Galliers, Stephanie M. Wilson, Sam Muscroft, J. Marshall, Abi Roper, Naomi Cocks, T. Pring","doi":"10.1145/2049536.2049562","DOIUrl":"https://doi.org/10.1145/2049536.2049562","url":null,"abstract":"People with aphasia experience difficulties with all aspects of language and this can mean that their access to technology is substantially reduced. We report a study undertaken to investigate the issues that confront people with aphasia when interacting with technology, specifically 3D game environments. Five people with aphasia were observed and interviewed in twelve workshop sessions. We report the key themes that emerged from the study, such as the importance of direct mappings between users' interactions and actions in a virtual environment. The results of the study provide some insight into the challenges, but also the opportunities, these mainstream technologies offer to people with aphasia. We discuss how these technologies could be more supportive and inclusive for people with language and communication difficulties.","PeriodicalId":351090,"journal":{"name":"The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility","volume":"627 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131587667","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}