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Experimental Evaluation of Multi-scale Tactile Maps Created with SIM, a Web App for Indoor Map Authoring. 室内地图制作Web App SIM制作多比例尺触觉地图的实验评价
IF 2.4 Q2 Computer Science Pub Date : 2023-06-01 DOI: 10.1145/3590775
Viet Trinh, Roberto Manduchi, Nicholas A Giudice

In this article, we introduce Semantic Interior Mapology (SIM), a web app that allows anyone to quickly trace the floor plan of a building, generating a vectorized representation that can be automatically converted into a tactile map at the desired scale. The design of SIM is informed by a focus group with seven blind participants. Maps generated by SIM at two different scales have been tested by a user study with 10 participants, who were asked to perform a number of tasks designed to ascertain the spatial knowledge acquired through map exploration. These tasks included cross-map pointing and path finding, and determination of turn direction/walker orientation during imagined path traversal. By and large, participants were able to successfully complete the tasks, suggesting that these types of maps could be useful for pre-journey spatial learning.

在本文中,我们将介绍语义室内地图(Semantic Interior Mapology, SIM),这是一个网络应用程序,它允许任何人快速跟踪建筑物的平面图,生成矢量表示,可以自动转换为所需比例的触觉地图。SIM的设计是通过一个由7名盲人组成的焦点小组来进行的。在一项有10名参与者的用户研究中,对SIM生成的两种不同比例的地图进行了测试,他们被要求执行一系列旨在确定通过地图探索获得的空间知识的任务。这些任务包括交叉地图指向和路径查找,以及在想象的路径遍历过程中确定转弯方向/步行者方向。总的来说,参与者能够成功地完成任务,这表明这些类型的地图可能对旅行前的空间学习有用。
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引用次数: 0
Machine Generation of Audio Description for Blind and Visually Impaired People 盲人和视障人士音频描述的机器生成
IF 2.4 Q2 Computer Science Pub Date : 2023-04-14 DOI: 10.1145/3590955
V. P. Campos, L. Gonçalves, Wesnydy L. Ribeiro, T. Araújo, T. G. do Rêgo, Pedro H. V. Figueiredo, Suanny Vieira, Thiago F. S. Costa, Caio Moraes, Alexandre C. S. Cruz, F. A. Araújo, Guido L. Souza Filho
Automating the generation of audio descriptions (AD) for blind and visually impaired (BVI) people is a difficult task, since it has several challenges involved, such as: identifying gaps in dialogues; describing the essential elements; summarizing and fitting the descriptions into the dialogue gaps; generating an AD narration track, and synchronizing it with the main soundtrack. In our previous work (Campos et al. [6]), we propose a solution for automatic AD script generation, named CineAD, which uses the movie’s script as a basis for the AD generation. This article proposes extending this solution to complement the information extracted from the script and reduce its dependency based on the classification of visual information from the video. To assess the viability of the proposed solution, we implemented a proof of concept of the solution and evaluated it with 11 blind users. The results showed that the solution could generate a more succinct and objective AD but with a similar users’ level of understanding compared to our previous work. Thus, the solution can provide relevant information to blind users using less video time for descriptions.
为盲人和视障人士(BVI)自动生成音频描述(AD)是一项艰巨的任务,因为它涉及几个挑战,例如:识别对话中的空白;描述基本要素的;总结并将描述填入对话间隙;生成一个广告旁白轨道,并将其与主配乐同步。在我们之前的工作中(Campos等人[6]),我们提出了一个自动生成广告脚本的解决方案,名为CineAD,它使用电影脚本作为广告生成的基础。本文提出对该方案进行扩展,以补充从脚本中提取的信息,并基于视频中视觉信息的分类降低其依赖性。为了评估提出的解决方案的可行性,我们实现了解决方案的概念验证,并与11名盲人用户一起对其进行了评估。结果表明,该解决方案可以生成更简洁和客观的广告,但与我们之前的工作相比,用户的理解水平相似。因此,该方案可以在较少的视频时间内为盲人用户提供相关信息。
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引用次数: 1
Introduction to the Special Issue on W4A’21 W4A ' 21特刊简介
IF 2.4 Q2 Computer Science Pub Date : 2023-03-31 DOI: 10.1145/3587165
Victoria Yaneva, D. Ahmetovic
We are pleased to present the first Special Issue on the International Web for All Conference (W4A) series featured in the ACM Transactions on Accessible Computing (TACCESS) journal. This volume presents seven articles that are extended versions of the conference papers presented at the 18th International Web for All Conference, which was held online on April 19–20, 2021. Authors of several top papers from the conference submitted manuscripts for consideration, which then underwent a full journal review process. The guest editors for this issue are Victoria Yaneva (National Board of Medical Examiners, USA; University of Wolverhampton, UK) and Dragan Ahmetovic (University of Milan, Italy). The guest editors thank the authors for their excellent submissions, and they also thank all of the journal reviewers who contributed their time and expertise to this process. The first article, titled “AccessComics2: Understanding the User Experience of an Accessible Comic Book Reader for Blind People with Textual Sound Effects,” proposes an accessible digital comic-book reader for people with visual impairments. Surveys and interviews with participants who are blind or have low vision revealed preference for the inclusion of brief scene descriptions and sound effects. These components were integrated into the system and further evaluated, showing that the presence of scene descriptions was useful for concentration and understanding, while the sound effects made the book reading experience more immersive and realistic. The second article, “The Transparency of Automatic Web Accessibility Evaluation Tools: Design Criteria, State of the Art, and User Perception,” presents a comprehensive survey of the instruments available for automated website accessibility evaluation, the metrics they adopt, and how these are presented to the user. Through a survey with 138 users of evaluation tools and a study with 18 accessibility and web design experts, the authors identify a number of design criteria aimed to support the transparency of the reported results and their interpretability by end-users. The third article, “The Accessibility of Data Visualizations on the Web for Screen Reader Users: Practices and Experiences during COVID-19,” explores the level of accessibility of web-based data visualizations by screen reader users. To this end, the authors conduct an accessibility audit of 87 data visualizations by 3 expert auditors, a follow-up survey with 127 screen reader users, and an observational study with 12 participants interacting with accessible web visualizations. A final discussion proposes recommendations for designing more accessible data visualizations. The fourth article, “WordMelodies: Supporting the Acquisition of Literacy Skills by Children with Visual Impairment through a Mobile App,” presents a mobile app designed to support inclusive teaching of literacy skills for primary school students. The app includes over 80 different exercise types in Italian and Eng
我们很高兴在ACM可访问计算汇刊(TACCESS)杂志上发表关于国际网络会议(W4A)系列的第一期特刊。本卷介绍了七篇文章,这些文章是在第18届国际互联网会议上发表的会议论文的扩展版本,该会议于2021年4月19日至20日在线举行。会议上几篇顶级论文的作者提交了手稿供审议,然后经过了完整的期刊评审过程。本期特邀编辑为Victoria Yaneva(美国国家医学检验委员会;伍尔弗汉普顿大学,英国)和Dragan Ahmetovic(意大利米兰大学)。特邀编辑感谢作者们出色的投稿,他们也感谢所有在这一过程中贡献时间和专业知识的期刊审稿人。第一篇文章题为“AccessComics2:理解带有文本音效的盲人无障碍漫画阅读器的用户体验”,提出了一种面向视觉障碍人士的无障碍数字漫画阅读器。对盲人或弱视参与者的调查和访谈显示,他们更喜欢包含简短的场景描述和声音效果。这些组件被整合到系统中并进行进一步评估,结果表明场景描述的存在有助于集中注意力和理解,而声音效果使读书体验更加身临其境和逼真。第二篇文章,“自动网站可访问性评估工具的透明度:设计标准、技术现状和用户感知”,对可用于自动网站可访问性评估的工具、它们采用的指标以及如何向用户呈现这些工具进行了全面的调查。通过对138名使用评估工具的用户的调查,以及对18名可访问性和网页设计专家的研究,作者确定了一些设计标准,旨在支持报告结果的透明度和最终用户的可解释性。第三篇文章《屏幕阅读器用户对网络数据可视化的可访问性:COVID-19期间的实践和经验》探讨了屏幕阅读器用户对网络数据可视化的可访问性水平。为此,作者对3名专家审计人员对87个数据可视化进行了可访问性审计,对127个屏幕阅读器用户进行了跟踪调查,并对12名参与者进行了观察性研究,与可访问性web可视化进行了互动。最后的讨论提出了设计更易于访问的数据可视化的建议。第四篇文章“WordMelodies:通过移动应用程序支持视力障碍儿童的识字技能习得”介绍了一款旨在支持小学生识字技能包容性教学的移动应用程序。该应用程序包括80多种不同的意大利语和英语练习类型,难度可调。初等评价
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引用次数: 0
How the Alt Text Gets Made: What Roles and Processes of Alt Text Creation Can Teach Us About Inclusive Imagery Alt文本是如何制作的:Alt文本创作的角色和过程可以教会我们包容性图像
IF 2.4 Q2 Computer Science Pub Date : 2023-03-15 DOI: 10.1145/3587469
E. J. Edwards, Michael Gilbert, Emily Blank, Stacy M. Branham
Many studies within Accessible Computing have investigated image accessibility, from what should be included in alternative text (alt text), to possible automated, human-in-the-loop, or crowdsourced approaches to alt text generation. However, the processes through which practitioners make alt text in situ have rarely been discussed. Through interviews with three artists and three accessibility practitioners working with Google, as well as 25 end users, we identify four processes of alt text creation used by this company—The User-Evaluation Process, The Lone Writer Process, The Team Write-A-Thon Process, and The Artist-Writer Process—and unpack their potential strengths and weaknesses as they relate to access and inclusive imagery. We conclude with a discussion of what alt text researchers and industry professionals can learn from considering alt text in situ, including opportunities to support user feedback, cross-contributor consistency, and organizational or technical changes to production processes.
可访问计算中的许多研究都调查了图像可访问性,从替代文本(替代文本)中应该包含的内容,到替代文本生成的可能的自动化、人工循环或众包方法。然而,从业者在原地制作所有文本的过程很少被讨论。通过对三名艺术家和三名与谷歌合作的无障碍从业者以及25名最终用户的采访,我们确定了该公司使用的所有文本创作的四种过程——用户评估过程、独立作家过程、团队写作过程和艺术家-作家过程——并揭示了它们与访问和包容性图像相关的潜在优势和弱点。最后,我们讨论了alt文本研究人员和行业专业人士可以从考虑alt文本中学习到什么,包括支持用户反馈的机会,跨贡献者一致性,以及对生产过程的组织或技术更改。
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引用次数: 0
Tangible Progress: Tools, Techniques, and Impacts of Teaching Web Development to Screen Reader Users 有形的进步:向屏幕阅读器用户教授网络开发的工具、技术和影响
IF 2.4 Q2 Computer Science Pub Date : 2023-02-24 DOI: 10.1145/3585315
C. Kearney-Volpe, Chancey Fleet, Keita Ohshiro, Veronica Alfaro Arias, Eric Hao Xu, Amy Hurst
Despite a growing demand for Web Development and adjacent tech skills, there is a lack of accessible skills training for screen reader users. To address this gap, we developed tools and techniques to support screen reader users in learning web development. In this article, we describe our design, implementation, and evaluation of a nine-week web development workshop, designed to introduce screen reader users to HTML, CSS, and JavaScript. We taught the remote workshop using synchronous lectures followed by one-on-one time with Teaching Assistants (TAs) and included a resource-rich website, tactile diagrams, and discussion forum. We evaluated the effectiveness of our tools and the impact of the workshop during, immediately following, and one year after the workshop. At its conclusion, students demonstrated their knowledge of web development basics by creating and publishing their own websites; showed an increase in self-efficacy; and maintained a high level of interest in the subject. Participation also benefited TAs who reported increased confidence in understanding accessibility concepts, increased interest in pursuing work related to accessibility, and plans to apply what they learned. One year after the workshop, both students and TAs reported a lasting impact. Most notably, students had applied their understanding of design concepts, reported that the workshop helped them prepare for career changes or helped them in their current job functions, and that it gave them both the language and confidence to problem-solve web and accessibility issues. TAs felt that the workshop broadened their understanding of blind students’ abilities; especially when provided with accessible materials and tools, it gave them a better understanding of digital accessibility and assistive technologies, and they shared examples of how they continue to apply learnings and advocate for accessibility. Based on these findings, we recommend techniques and tools to support screen reader users’ learning web development, the inclusion of job-focused sub-topics, and suggestions for engaging with post-secondary institutions to pair service learning with tech skills training. We close with recommendations for implementing and adapting the workshop using our open-educational materials to expand the availability and breadth of accessible tech skills training and co-learning experiences for post-secondary students.
尽管对Web开发和相关技术技能的需求不断增长,但屏幕阅读器用户缺乏可访问的技能培训。为了解决这个问题,我们开发了一些工具和技术来支持屏幕阅读器用户学习web开发。在本文中,我们描述了一个为期九周的web开发研讨会的设计、实现和评估,该研讨会旨在向屏幕阅读器用户介绍HTML、CSS和JavaScript。我们采用同步授课,然后与助教(助教)进行一对一的教学,并包括一个资源丰富的网站、触觉图表和讨论论坛。我们评估了我们的工具的有效性和研讨会期间、紧接之后和研讨会结束后一年的影响。最后,学生们通过创建和发布自己的网站,展示了他们对网络开发基础知识的了解;表现出自我效能的提高;并对这门学科保持着很高的兴趣。参与也使助教受益,他们报告在理解无障碍概念方面增加了信心,对从事与无障碍相关的工作增加了兴趣,并计划应用他们所学到的知识。工作坊结束一年后,学生和助教都报告了持续的影响。最值得注意的是,学生们运用了他们对设计概念的理解,报告说,讲习班帮助他们为职业转变做准备,或帮助他们在目前的工作职能中,并使他们掌握了解决网络和无障碍问题的语言和信心。助教们认为工作坊加深了他们对盲童能力的认识;特别是在提供无障碍材料和工具时,它使他们更好地理解数字无障碍和辅助技术,他们分享了如何继续应用学习和倡导无障碍的例子。基于这些发现,我们推荐了支持屏幕阅读器用户学习网络开发的技术和工具,包括以工作为重点的子主题,以及与高等教育机构合作将服务学习与技术技能培训结合起来的建议。最后,我们提出了使用我们的开放教育材料实施和调整研讨会的建议,以扩大专上学生可获得的技术技能培训和共同学习经验的可用性和广度。
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引用次数: 1
Understanding the Usages, Lifecycle, and Opportunities of Screen Readers’ Plugins 了解屏幕阅读器插件的用法,生命周期和机会
IF 2.4 Q2 Computer Science Pub Date : 2023-02-02 DOI: 10.1145/3582697
Farhani Momotaz, Md Ehtesham-Ul-Haque, Syed Masum Billah
Screen reader plugins are small pieces of code that blind users can download and install to enhance the capabilities of their screen readers. This article aims to understand why blind users use these plugins, as well as how these plugins are developed, deployed, and maintained. To this end, we conducted an interview study with 14 blind users to gain individual perspectives and analyzed 2,000 online posts scraped from three plugin-related forums to gain the community perspective. Our study revealed that screen reader users rely on plugins for various reasons, such as to improve the usability of screen readers and application software, to make partially accessible applications accessible, and to receive custom auditory feedback. Furthermore, installing plugins is easy; uninstalling them is unlikely; and finding them online is ad hoc, challenging, and sometimes poses security threats. In addition, developing screen reader plugins is technically demanding; only a handful of people develop plugins. Unfortunately, most plugins do not receive updates once distributed and become obsolete. The lack of financial incentives plays in the slow growth of the plugin ecosystem. Further, we outlined the complex, tripartite collaboration among individual blind users, their online communities, and developer communities in creating a plugin. Additionally, we reported several phenomena within and between these communities that are likely to influence a plugin’s development. Based on our findings, we recommend creating a community-driven repository for all plugins hosted on a peer-to-peer infrastructure, engaging third-party developers, and raising general awareness about the benefits and dangers of plugins. We believe our findings will inspire HCI researchers to embrace the plugin-based distribution model as an effective way to combat accessibility and usability problems in non-visual interaction and to investigate potential ways to improve the collaboration between blind users and developer communities.
屏幕阅读器插件是一小段代码,盲人用户可以下载并安装它们来增强屏幕阅读器的功能。本文旨在了解盲人用户使用这些插件的原因,以及如何开发、部署和维护这些插件。为此,我们对14名盲人用户进行了访谈研究,以获得个人观点,并分析了从三个插件相关论坛中抓取的2000个在线帖子,以获得社区观点。我们的研究表明,屏幕阅读器用户依赖插件的原因有很多,比如提高屏幕阅读器和应用软件的可用性,使部分可访问的应用程序可访问,以及接收定制的听觉反馈。此外,安装插件很容易;卸载它们是不可能的;在网上找到它们是特别的、具有挑战性的,有时还会带来安全威胁。此外,开发屏幕阅读器插件在技术上要求很高;只有少数人开发插件。不幸的是,大多数插件一旦发布就不会收到更新,并且会过时。缺乏经济激励是插件生态系统增长缓慢的原因。此外,我们还概述了盲人个人用户、他们的在线社区和开发人员社区在创建插件时复杂的三方合作。此外,我们还报告了一些可能影响插件开发的社区内部和社区之间的现象。基于我们的发现,我们建议为托管在点对点基础设施上的所有插件创建一个社区驱动的存储库,吸引第三方开发人员,并提高对插件的好处和危险的普遍认识。我们相信我们的发现将激励HCI研究人员接受基于插件的分发模型,将其作为解决非视觉交互中的可访问性和可用性问题的有效方法,并研究改善盲人用户和开发人员社区之间协作的潜在方法。
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引用次数: 0
Enriching Social Sharing for the Dementia Community: Insights from In-Person and Online Social Programs 丰富痴呆症社区的社会分享:来自面对面和在线社会项目的见解
IF 2.4 Q2 Computer Science Pub Date : 2023-02-01 DOI: 10.1145/3582558
Jiamin Dai, Karyn Moffatt
The dementia community faces major challenges in social engagements, which have been further complicated by the prolonged physical distancing measures due to the COVID-19 pandemic. Designing digital tools for in-person social sharing in family and care facility settings has been well explored, but comparatively little HCI work has focused on the design of community-based social technologies for virtual settings. We present our virtual fieldwork on remote social activities explored by one dementia community in response to the impacts of the pandemic. Building upon our previously published on-site fieldwork in this community, we expand on our initial publication by follow-up interviewing caregivers and facilitators and reflecting on a virtual social program. Through thematic analysis and contrasting in-person and online formats of the program, we deepened the understanding of virtual social engagements of the dementia community, examining their efforts to leverage physical objects and environments, enhance open and flexible experiences, and expand collaborative space. We propose to open new design opportunities through holistic approaches, including reimagining community social spaces, rethinking agency in people with dementia and caregivers, and diversifying HCI support across communities and stakeholders.
痴呆症社区在社会参与方面面临重大挑战,由于COVID-19大流行而采取的长期保持身体距离措施使这一挑战进一步复杂化。设计用于家庭和护理设施环境中面对面社交共享的数字工具已经得到了很好的探索,但相对而言,很少有HCI工作专注于为虚拟环境设计基于社区的社交技术。我们展示了我们对一个痴呆症社区探索的远程社会活动的虚拟实地考察,以应对大流行的影响。基于我们之前在这个社区发表的现场实地调查,我们通过后续采访护理人员和促进者,并反思一个虚拟社会项目,扩展了我们最初的出版物。通过专题分析以及面对面和在线形式的对比,我们加深了对痴呆症社区虚拟社会参与的理解,考察了他们利用实物和环境、增强开放和灵活体验、扩大协作空间的努力。我们建议通过整体方法开辟新的设计机会,包括重新构想社区社交空间,重新思考痴呆症患者和护理人员的代理,以及在社区和利益相关者之间提供多样化的HCI支持。
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引用次数: 0
Accuracy and Reliability of At-Home Quantification of Motor Impairments Using a Computer-Based Pointing Task with Children with Ataxia-Telangiectasia 使用计算机指向任务对患有共济失调-毛细血管扩张的儿童进行运动损伤定量的准确性和可靠性
IF 2.4 Q2 Computer Science Pub Date : 2023-01-25 DOI: 10.1145/3581790
Vineet Pandey, Ne Khan, Anoopum S. Gupta, Krzysztof Z Gajos
Methods for obtaining accurate quantitative assessments of motor impairments are essential in accessibility research, design of adaptive ability-based assistive technologies, as well as in clinical care and medical research. Currently, such assessments are typically performed in controlled laboratory or clinical settings under professional supervision. Emerging approaches for collecting data in unsupervised settings have been shown to produce valid data when aggregated over large populations, but it is not yet established whether in unsupervised settings measures of research or clinical significance can be collected accurately and reliably for individuals. We conducted a study with 13 children with ataxia-telangiectasia and 9 healthy children to analyze the validity, test-retest reliability, and acceptability of at-home use of a recent active digital phenotyping system, called Hevelius. Hevelius produces 32 measures derived from the movement trajectories of the mouse cursor and then generates a quantitative estimate of motor impairment in the dominant arm using the dominant arm component of the Brief Ataxia Rating Scale (BARS). The severity score estimates generated by Hevelius from single at-home sessions deviated from clinician-assigned BARS scores more than the severity score estimates generated from single sessions conducted under researcher supervision. However, taking a median of as few as 2 consecutive sessions produced severity score estimates that were as accurate or better than the estimates produced from single supervised sessions. Further, aggregating as few as 2 consecutive sessions resulted in good test-retest reliability (ICC = 0.81 for A-T participants). This work demonstrated the feasibility of performing accurate and reliable quantitative assessments of individual motor impairments in the dominant arm through tasks performed at home without supervision by the researchers. Further work is needed, however, to assess how broadly these results generalize.
在无障碍研究、基于适应能力的辅助技术设计以及临床护理和医学研究中,对运动障碍进行准确定量评估的方法至关重要。目前,此类评估通常在专业监督下的受控实验室或临床环境中进行。在无监督环境中收集数据的新方法已被证明在大量人群中汇总时产生有效的数据,但尚未确定在无监督环境中是否可以准确可靠地收集个人的研究或临床意义措施。我们对13名患有失调性毛细血管扩张症的儿童和9名健康儿童进行了一项研究,分析了一种名为Hevelius的最新活跃数字表型系统在家庭使用的有效性、重测信度和可接受性。Hevelius从鼠标光标的运动轨迹中得出32种测量方法,然后使用简短共济失调评定量表(BARS)的优势臂成分对优势臂的运动损伤进行定量估计。Hevelius从单次在家治疗中得出的严重程度评分估计值与临床医生指定的BARS评分偏差大于在研究者监督下进行的单次治疗得出的严重程度评分估计值。然而,取2个连续疗程的中位数产生的严重性评分估计值与单一监督疗程产生的估计值一样准确或更好。此外,即使只有2个连续的会话,也会产生良好的重测信度(A-T参与者的ICC = 0.81)。这项工作证明了在没有研究人员监督的情况下,通过在家完成的任务,对优势臂的个体运动损伤进行准确可靠的定量评估的可行性。然而,需要进一步的工作来评估这些结果的普遍性。
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引用次数: 0
“It could be better. It could be much worse”: Understanding Accessibility in User Experience Practice with Implications for Industry and Education “它可以更好。情况可能会更糟”:理解用户体验实践中的可访问性及其对行业和教育的影响
IF 2.4 Q2 Computer Science Pub Date : 2022-12-15 DOI: 10.1145/3575662
C. Putnam, E. Rose, Craig M. Macdonald
While accessibility is acknowledged as a crucial component in design, many technologies remain inaccessible for people with disabilities. As part of a study to better understand UX practice to inform pedagogy, we analyzed 58 interview sessions that included 65 senior user experience (UX) professionals and asked them “How do you consider accessibility in your work?” Using transitivity analysis from critical discourse analysis, our findings provide insight into the disparate practices of individuals and organizations. Key findings include the growing role of design systems to structurally address accessibility and the range of organizational strategies, including dedicated teams. We also found that the categories of accessibility consideration were somewhat superficial and largely focused on vision-related challenges. Additionally, our findings support previous work that many practitioners did not feel their formal education adequately prepared them to address accessibility. We conclude with implications for education and industry, namely, the importance of implementing and teaching design systems in human-computer interaction and computer-science programs.
虽然无障碍被认为是设计中的一个关键组成部分,但残疾人仍然无法使用许多技术。作为一项研究的一部分,为了更好地理解用户体验实践,为教学提供信息,我们分析了58个访谈环节,其中包括65名高级用户体验(UX)专业人士,并询问他们“您如何看待工作中的可访问性?”利用批判性话语分析中的及物性分析,我们的发现为个人和组织的不同实践提供了见解。主要发现包括设计系统在结构上解决可访问性和组织策略范围(包括专门的团队)方面日益增长的作用。我们还发现可访问性考虑的类别有些肤浅,并且主要集中在与视觉相关的挑战上。此外,我们的发现支持了之前的工作,即许多从业者认为他们的正规教育没有为他们解决无障碍问题做好充分的准备。我们总结了对教育和工业的启示,即在人机交互和计算机科学程序中实施和教学设计系统的重要性。
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引用次数: 4
Video Conferencing Tools: Comparative Study of the Experiences of Screen Reader Users and the Development of More Inclusive Design Guidelines 视频会议工具:屏幕阅读器用户体验的比较研究和更具包容性的设计指南的发展
IF 2.4 Q2 Computer Science Pub Date : 2022-11-30 DOI: 10.1145/3573012
B. Leporini, M. Buzzi, Marion A. Hersh
Since the first lockdown in 2020, video conferencing tools have become increasingly important for employment, education, and social interaction, making them essential tools in everyday life. This study investigates the accessibility and usability of the desktop and mobile versions of three popular video conferencing tools, Zoom, Google Meet, and MS Teams, for visually impaired people interacting via screen readers and keyboard or gestures. This involved two inspection evaluations to test the most important features of the desktop and mobile device versions and two surveys of visually impaired users to obtain information about the accessibility of the selected video conferencing tools. Sixty-five people answered the survey for desktop and 94 for mobile platforms. The results showed that Zoom was preferred to Google Meet and MS Teams but that none of the tools was fully accessible via screen reader and keyboard or gestures. Finally, the results of this empirical study were used to develop a set of guidelines for designers of video conferencing tools and assistive technology.
自2020年首次封锁以来,视频会议工具在就业、教育和社交方面变得越来越重要,成为日常生活中必不可少的工具。本研究调查了三种流行视频会议工具(Zoom、Google Meet和MS Teams)的桌面和移动版本的可访问性和可用性,供视障人士通过屏幕阅读器、键盘或手势进行交互。这包括两次检查评价,以测试桌面和移动设备版本的最重要功能,并对视力受损的用户进行两次调查,以获得关于所选视像会议工具的可及性的信息。65人回答了桌面平台的调查,94人回答了移动平台的调查。结果显示,Zoom比Google Meet和MS Teams更受欢迎,但这些工具都不能通过屏幕阅读器、键盘或手势完全访问。最后,本实证研究的结果被用来为视频会议工具和辅助技术的设计者制定一套指导方针。
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引用次数: 4
期刊
ACM Transactions on Accessible Computing
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