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Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility最新文献

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Co-designing a Bespoken Wearable Display for People with Dissociative Identity Disorder 为解离性身份障碍患者设计定制可穿戴显示器
Patricia Piedade, Nikoletta Matsur, C. Rodrigues, Francisco Cecilio, Afonso Marques, Rings Of Saturn, Isabel Neto, Hugo Nicolau
Dissociative Identity Disorder (DID) is characterized by the presence of at least two distinct identities in the same individual. This paper describes a co-design process with a person living with DID. We first aimed to uncover the main challenges experienced by the co-designer as well as design opportunities for novel technologies. We then engaged in a prototyping stage to design a wearable display (WhoDID) to facilitate in-person social interactions. The prototype aims to be used as a necklace and enable the user to make their fronting personality visible to others. Thus, facilitating social encounters or sudden changes of identity. We reflect on the design features of WhoDID in the broader context of supporting people with DID. Moreover, we provide insights on co-designing with someone with multiple (sometimes conflicting) personalities regarding requirement elicitation, decision-making, prototyping, and ethics. To our knowledge, we report the first design process with a DID user within the ASSETS and CHI communities. We aim to encourage other assistive technology researchers to design with DID users.
分离性身份障碍(DID)的特征是在同一个体中至少存在两种不同的身份。本文描述了一个与患有DID的人共同设计的过程。我们首先旨在揭示共同设计师所经历的主要挑战以及新技术的设计机会。然后,我们进行了原型设计阶段,以设计可穿戴显示器(WhoDID),以促进面对面的社交互动。这个原型的目的是作为项链使用,让用户可以让别人看到他们的正面个性。因此,促进社会接触或身份的突然变化。我们在支持DID患者的更广泛背景下反思WhoDID的设计特征。此外,我们还提供了与具有多种(有时是冲突的)个性的人在需求引出、决策、原型和道德方面进行共同设计的见解。据我们所知,我们报告了在ASSETS和CHI社区中使用DID用户的第一个设计过程。我们的目标是鼓励其他辅助技术研究人员与DID用户一起设计。
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引用次数: 0
Improving Web and Mobile Accessibility Resources for Iranian Designers 为伊朗设计师改进网络和移动可访问性资源
Laleh Nourian
The concept “Postcolonial Computing” suggests that the design and use of technology are different based on the culture of the users and designers. Therefore, design methodologies and variances need to be devised and evaluated according to the culture of the audience. Digital accessibility, as a component of design, has become an important topic in the field of HCI, and in my research, I will focus on the impact of cultural differences on “accessible design” in particular. When looking at accessibility on a global scale, we find that the representation of accessibility research is mostly centered in the Global North and the countries that are WEIRD (Western, Educated, Industrialized, Rich, and Democratic). This suggests a possible cultural bias in accessibility research and accessible design. The focus of my research study will be on Iranian culture, a non-WEIRD country from the Global South with limited accessibility research dedicated to it. I aim to connect with Iranian designers, students, and educators to understand the existing challenges and how accessibility is being considered in design and education, and to come up with improvements in the digital accessibility resources for Iranian designers.
“后殖民计算”的概念表明,基于用户和设计者的文化,技术的设计和使用是不同的。因此,设计方法和差异需要根据受众的文化来设计和评估。数字无障碍作为设计的一个组成部分,已经成为HCI领域的一个重要课题,在我的研究中,我将特别关注文化差异对“无障碍设计”的影响。当在全球范围内观察可达性时,我们发现可达性研究的代表性主要集中在全球北方和WEIRD(西方,受过教育,工业化,富裕和民主)的国家。这表明在无障碍研究和无障碍设计中可能存在文化偏见。我的研究重点是伊朗文化,这是一个来自全球南方的非weird国家,专门针对它的无障碍研究有限。我的目标是与伊朗设计师、学生和教育工作者联系,了解现有的挑战,以及设计和教育如何考虑无障碍,并为伊朗设计师提出改善数字无障碍资源的建议。
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引用次数: 0
Systematic Literature Review on Making and Accessibility 关于制作与可及性的系统文献综述
Saquib Sarwar, David Wilson
The making phenomenon encompasses a broad range of recent developments in personal design and fabrication capabilities, such as 3D printing and related techniques. As part of this, research projects and do-it-yourself assistive technology efforts have employed making in relation to accessibility. In order to better understand the relationship between people with disabilities and making, we conducted a systematic literature review focused on design-related ACM conferences between January 2010 and December 2020, identifying 74 full research papers. This paper presents our findings based on analysis and categorization of the literature to help characterize and understand trends and coverage in research on making and accessibility.
制造现象包括个人设计和制造能力的广泛最新发展,例如3D打印和相关技术。作为其中的一部分,研究项目和自己动手辅助技术的努力已经在可访问性方面取得了进展。为了更好地理解残疾人与制造之间的关系,我们对2010年1月至2020年12月期间与设计相关的ACM会议进行了系统的文献综述,确定了74篇完整的研究论文。本文在文献分析和分类的基础上提出了我们的发现,以帮助描述和理解制作和可及性研究的趋势和覆盖范围。
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引用次数: 2
“Just like meeting in person” - Examination of interdependencies in dementia-friendly virtual activities. “就像面对面见面一样”——痴呆症友好虚拟活动中相互依赖关系的检验。
Elaine Czech, P. Marshall, Oussama Metatla
Many dementia-friendly social programs were adapted to online delivery due to the COVID pandemic. Hasty adaptations make it unclear how to design these programs to capture the benefits of online delivery and face-to-face interactions. To understand the complexities of program delivery, we interviewed program coordinators and held focus groups with people living with dementia (PLWD) and their informal carers. We applied an interdependence framework to examine how the relationships between individuals affect program benefits. We found that interdependencies within an organization related to finances and networking are key and that organizational and individual interdependencies converge during program delivery. Our findings suggest these two interdependencies could influence one another more effectively if technology, like video conferencing, were designed to account for it. We discuss how an expanded notion of interdependency for the design of technology helps expand inclusivity in accessible social programs.
受新冠肺炎疫情影响,许多痴呆症友好型社会项目被调整为在线交付。仓促的适应使得如何设计这些课程来抓住在线授课和面对面交流的好处变得不明朗。为了了解项目实施的复杂性,我们采访了项目协调员,并与痴呆症患者(PLWD)及其非正式护理人员进行了焦点小组讨论。我们应用了一个相互依赖的框架来检查个体之间的关系是如何影响项目利益的。我们发现组织内部与财务和网络相关的相互依赖关系是关键,并且组织和个人的相互依赖关系在项目交付过程中趋于一致。我们的研究结果表明,如果像视频会议这样的技术能够考虑到这一点,这两种相互依赖的关系可能会更有效地相互影响。我们讨论了技术设计中相互依赖的扩展概念如何有助于扩大无障碍社会项目的包容性。
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引用次数: 1
Where Are You Taking Me? Reflections from Observing Ridesharing Use By People with Visual Impairments 你要带我去哪里?观察视障人士使用拼车的感想
Earl W. Huff, Robin N. Brewer, Julian Brinkley
Ridesharing services have become a popular mode of transportation that holds significant benefits for people with disabilities unable to operate conventional motor vehicles. Prior work shows how these services enable people with vision impairments to travel independently without the use of public transportation or walking. We conducted a study in which we observed 17 blind or visually impaired participants using the Uber ridesharing service to explore the social and accessibility dynamics they perceived during their experiences. This paper presents a case study of the process used for our research, reflecting on aspects that considerably impacted the study. Key takeaways include study site considerations, recruiting participants, balancing realism with participant safety, and the unintended side effects of observations in a ridesharing context. The reflection points provided will help readers in considering important study aspects when conducting observations with participants with disabilities, particularly in a ridesharing setting.
拼车服务已经成为一种流行的交通方式,为无法驾驶传统机动车辆的残疾人带来了巨大的好处。先前的研究表明,这些服务如何使视力受损的人能够在不使用公共交通工具或步行的情况下独立出行。我们进行了一项研究,观察了17名盲人或视障人士使用优步拼车服务的参与者,以探索他们在体验过程中感受到的社交和无障碍动态。本文提出了一个用于我们研究的过程的案例研究,反映了对研究产生重大影响的方面。关键的结论包括研究地点的考虑,招募参与者,平衡现实与参与者的安全,以及在拼车环境中观察的意想不到的副作用。提供的反思点将帮助读者在与残疾参与者进行观察时考虑重要的研究方面,特别是在拼车环境中。
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引用次数: 1
PigScape: An embodied video game for cognitive peer-training of impulse and behavior control in children with ADHD PigScape:一款用于多动症儿童冲动和行为控制认知同伴训练的具身电子游戏
Y. Gizatdinova, V. Remizova, Antti Sand, Sumita Sharma, Kati Rantanen, T. Helminen, A. Kylliäinen
This paper describes a therapeutic full-body controlled video game for children with attention deficit / hyperactivity disorder (ADHD). The game supports a co-located gameplay with a depth-sensing camera and a large media screen. Children play the game in pairs for improved impulse and behavior control, self-monitoring, peer-communication, and emotion regulation. The gaming was implemented as a part of a neuropsychological group intervention for children with confirmed deficits in attention or diagnosed ADHD. We present a final design of the game and associated gaming routines, explain anticipated health benefits of the gaming, outline how the gaming can be used for research and therapeutic purposes, and provide directions for future research.
本文描述了一种针对儿童注意力缺陷多动障碍(ADHD)的治疗性全身控制电子游戏。该游戏支持一个深度感应摄像头和一个大媒体屏幕共同定位的游戏玩法。孩子们成对玩这个游戏是为了改善冲动和行为控制、自我监控、同伴交流和情绪调节。这款游戏是神经心理学小组干预的一部分,针对的是那些被证实有注意力缺陷或被诊断为多动症的儿童。我们介绍了游戏的最终设计和相关的游戏程序,解释了游戏的预期健康益处,概述了游戏如何用于研究和治疗目的,并为未来的研究提供了方向。
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引用次数: 2
Digital Accessibility in Iran: An Investigation Focusing on Iran’s National Policies on Accessibility and Disability Support 伊朗的数位无障碍:以伊朗国家无障碍及残障支援政策为重点的调查
Laleh Nourian, Kristen Shinohara, Garreth W. Tigwell
Digital accessibility has become an important topic in the field of HCI, but when looking at accessibility on a global scale, we find that the representation of accessibility research is mostly centered in the Global North with countries that are WEIRD (Western, Educated, Industrialized, Rich, and Democratic). Our paper explores digital accessibility in Iran, focusing exclusively on its national policies on accessibility. Iran is a non-WEIRD country located in the Global South, with no reports on its digital accessibility status from the Global Initiative for Inclusive Information and Communication Technologies (G3ict). We found that there is not enough focus on accessibility in Iran’s regulations and we conclude our paper by recommending directions for improving this situation such as HCI and disability organizations in Iran cooperating with G3ict.
数字可及性已成为人机交互领域的一个重要话题,但当我们在全球范围内观察可及性时,我们发现可及性研究的代表性主要集中在全球北方的WEIRD(西方、受过教育、工业化、富裕和民主)国家。我们的论文探讨了伊朗的数字无障碍,专门关注其国家无障碍政策。伊朗是一个位于全球南方的非怪异国家,没有来自全球包容性信息和通信技术倡议(G3ict)的数字无障碍状况报告。我们发现伊朗的法规对无障碍的关注不够,我们在论文的最后建议改善这种情况的方向,例如伊朗的HCI和残疾人组织与G3ict合作。
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引用次数: 2
Designing Post-Trauma Self-Regulation Apps for People with Intellectual and Developmental Disabilities 为智力和发育障碍者设计创伤后自我调节应用
K. Venkatasubramanian, Tina-Marie Ranalli
In the US people with intellectual and developmental disabilities (I/DD) comprise one of the most likely groups to experience traumatic life events. These experiences often produce negative effects (e.g., stress, anxiety, grief, numbing, etc.) that need to be managed. Methods such as emotional self-regulation are often used to help people cope when these effects present themselves post-trauma. In recent years mobile-computing-devices-based apps have been increasingly used to help the general population with autonomous self-regulation. However, none of these is designed for people with I/DD or is cognizant of the trauma they experience in their lives. We interviewed eight (8) practitioners at a trauma services organization that, among other things, helps people with I/DD learn and practice post-trauma self-regulation. The goal of the interviews is to understand what it would take to build post-trauma self-regulation apps for people with I/DD. Based on the interview responses we argue for a set of guidelines, based on the social work practice of trauma-informed care, to design post-trauma self-regulation apps for people with I/DD.
在美国,智力和发育障碍(I/DD)患者是最有可能经历创伤性生活事件的群体之一。这些经历通常会产生负面影响(例如,压力、焦虑、悲伤、麻木等),需要加以管理。情绪自我调节等方法经常被用来帮助人们应对创伤后出现的这些影响。近年来,基于移动计算设备的应用程序越来越多地用于帮助普通大众进行自主自我调节。然而,这些都不是为I/DD患者设计的,也没有人意识到他们在生活中所经历的创伤。我们采访了一家创伤服务组织的八(8)名从业人员,该组织帮助I/DD患者学习和练习创伤后自我调节。访谈的目的是了解如何为I/DD患者开发创伤后自我调节应用程序。基于采访的回答,我们主张一套基于创伤知情护理的社会工作实践的指导方针,为I/DD患者设计创伤后自我调节应用程序。
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引用次数: 1
Performing Qualitative Data Analysis as a Blind Researcher: Challenges, Workarounds and Design Recommendations 作为盲人研究者进行定性数据分析:挑战,解决方法和设计建议
O. Aishwarya
Over the last 2 decades, the way in which disabled body minds are regarded in research has evolved considerably. From an understanding that disability research involves research or enquiry on or of disabled people, there is now a shift in thinking that regards disability research as research done by and with disabled people as well, thus challenging traditional researcher-participant relationships. This has lead to a larger number of people with disabilities aspiring to enter academia. However, several barriers to full inclusion of people with disabilities still remain. This paper talks about one such barrier, that is, the lack of accessibility in software packages used for qualitative data analysis. Through the author’s experiences in hunting for accessible ways to perform qualitative data analysis, the paper reviews existing software packages, discusses possible workarounds, and considers the feature requirements for an accessible qualitative data analysis tool.
在过去的二十年里,在研究中看待残疾身心的方式发生了很大的变化。从对残疾研究涉及对残疾人的研究或询问的理解,现在有一种思维转变,认为残疾研究也是由残疾人进行的和与残疾人一起进行的研究,从而挑战了传统的研究人员-参与者关系。这使得越来越多的残疾人渴望进入学术界。然而,仍然存在一些阻碍残疾人充分融入社会的障碍。本文讨论了这样一个障碍,即用于定性数据分析的软件包缺乏可访问性。通过作者寻找可访问的方法来执行定性数据分析的经验,本文回顾了现有的软件包,讨论了可能的变通方法,并考虑了可访问的定性数据分析工具的功能需求。
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引用次数: 0
Scaling Crowd+AI Sidewalk Accessibility Assessments: Initial Experiments Examining Label Quality and Cross-city Training on Performance 缩放人群+人工智能人行道可达性评估:检查标签质量和跨城市性能培训的初步实验
Michael Duan, Jon E. Froehlich
Increasingly, crowds plus machine learning techniques are being used to semi-automatically analyze the accessibility of built environments; however, open questions remain about how to effectively combine the two. We present two experiments examining the effect of crowdsourced data in automatically classifying sidewalk accessibility features in streetscape images. In Experiment 1, we investigate the effect of validated data—which has been voted correct by the crowd but is more expensive to collect—compared with a larger but noisier aggregate dataset. In Experiment 2, we examine whether crowdsourced labeled data gathered in one city can be used as effective training data for another. Together, these experiments contribute to the growing literature in Crowd+AI approaches for semi-automatic sidewalk assessment and help identify pertinent challenges.
越来越多的人群和机器学习技术被用于半自动分析建筑环境的可访问性;然而,如何有效地将两者结合起来仍然是一个悬而未决的问题。我们提出了两个实验来检验众包数据在街道景观图像中自动分类人行道可达性特征的效果。在实验1中,我们研究了与更大但更嘈杂的聚合数据集相比,经过验证的数据(已被人群投票为正确,但收集成本更高)的效果。在实验2中,我们检验了在一个城市收集的众包标签数据是否可以作为另一个城市的有效训练数据。总之,这些实验有助于增加用于半自动人行道评估的Crowd+AI方法的文献,并有助于识别相关挑战。
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引用次数: 2
期刊
Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility
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