Understanding & designing for accessibility

Paper session

会議の名前
CHI 2020
PIP Kit: An Exploratory Investigation into using Lifelogging to support Disability Benefit Claimants
要旨

Disability assessment processes are complex and stressful, with claimants finding it challenging to prepare an effective account of their disabilities to support their claim. This project focuses on a disability benefit called Personal Independence Payment (PIP), which is received by millions of people with disabilities in the UK. We present a multi-stage exploratory investigation into how lifelogging could help address the challenges claimants have in accessing disability benefits. In the first study, benefit advisors participated in interviews and workshops to inform the design of PIP Kit, a highly customisable prototype elicitation diary to help disability claimants articulate their experiences. In the second study, PIP Kit was trialled by benefit claimants whilst making their actual PIP claims. We found that PIP Kit helped empower claimants in understanding the claim process and assisted in building arguments for their claims. We also have identified clear principles for supporting disability benefit claimants with technological interventions.

キーワード
Accessibility
Disability
Social Security
著者
Colin Watson
Newcastle University, Newcastle upon Tyne, United Kingdom
Reuben Kirkham
Monash University, Melbourne, VIC, Australia
Ahmed Kharrufa
Newcastle University, Newcastle upon Tyne, United Kingdom
DOI

10.1145/3313831.3376215

論文URL

https://doi.org/10.1145/3313831.3376215

動画
Investigating the Opportunities for Technologies to Enhance QoL with Stroke Survivors and their Families
要旨

There are over 80 million stroke survivors globally, making it the main cause of long-term disability worldwide. Not only do the challenges associated with stroke affect the quality of life (QoL) of survivors, but also of their families. To explore these challenges and define design opportunities for technologies to improve the QoL of both stakeholders, we conducted semi-structured interviews with 10 survivors and one of their family members. We uncovered three major interlinked themes: strategies to cope with technological barriers, the (in)adequacy of assistive technologies, and limitations of the rehabilitation process. Findings highlight multiple design opportunities, including the need for meaningful patient-centered tools and methods to improve rehabilitation effectiveness, emotion-aware computing for family emotional support, and re-thinking the nature of assistive technologies to consider the perception of transitory stroke-related disabilities. We thus argue for a new class of dual-purpose technologies that fit survivors' abilities while promoting the regain of function.

キーワード
Stroke Rehabilitation
Quality of Life
Assistive Technologies
著者
Inês Santos Silva
INESC-ID & Instituto Superior Técnico, Universidade de Lisboa, Lisboa, Portugal
João Guerreiro
INESC-ID, Lisboa, Portugal
Marlene Rosa
Polytechnic of Leiria, Leiria, Portugal
Joana Campos
INESC-ID, Lisboa, Portugal
Augusto Gil Pascoal
Universidade de Lisboa, Cruz Quebrada, Portugal
Sofia Pinto
Hospital Garcia de Orta & Escola Superior de Saúde Egas Moniz, Almada, Portugal
Hugo Nicolau
INESC-ID & Instituto Superior Técnico, Universidade de Lisboa, Lisboa, Portugal
DOI

10.1145/3313831.3376239

論文URL

https://doi.org/10.1145/3313831.3376239

Squeeze the Ball: Designing an Interactive Playground towards Aiding Social Activities of Children with Low-Function Autism
要旨

Most intervention methods used for social skills training in children with autism are dedicated to high-functioning autism (HFA). However, extensive neurological and developmental disorders of low-functioning autism (LFA) have hampered their adoption. In this study, we observed and interviewed children with LFA, and their teachers, from a local educational institution, to better understand the children's social needs and barriers. Then, with the aim of aiding the children with their social activities, we illustrate the design process of SqueeBall, an interactive playground equipment. We evaluated the design with 18 children (16 with LFA and 2 with HFA) between 2.5 and 7 years of age. Results showed that these children had a pleasant game experience when the group bonded, and the equipment had a positive effect on aiding them in various ways. Finally, we discuss the challenges and opportunities of multimedia interaction techniques in aiding children with LFA.

キーワード
Disability
Autism
Low-Function Autism
Social Communication Intervention
Tangible Interaction
著者
Qin Wu
Chengdu University of Information Technology, Chengdu, China
Chenmei Yu
Chengdu University of Information Technology, Chengdu, China
Yanjun Chen
Chengdu University of Information Technology, Chengdu, China
Jiayu Yao
Chengdu University of Information Technology, Chengdu, China
Xi Wu
Chengdu University of Information Technology, Chengdu, China
Xiaolan Peng
Institute of Software,Chinese Academy of Sciences, Beijing, China
Teng Han
Institute of Software, Chinese Academy of Sciences, Beijing, China
DOI

10.1145/3313831.3376888

論文URL

https://doi.org/10.1145/3313831.3376888

動画
Morphic: Auto-Personalization on a Global Scale
要旨

Users frequently have trouble finding and changing technology settings, even when adjusting those settings to personalize their technology devices may significantly improve their user experience. This paper describes the Morphic project, a cloud-based auto-personalization tool. Primarily designed for improving accessibility, the auto-personalization in Morphic may also help a broader audience. This paper describes: 1) the technical infrastructure needed to support cloud-based auto-personalization, 2) the interaction design approaches necessary to support users during the personalization of their settings, and 3) which settings and modifications have been most frequently used. This paper presents the evolution of the Morphic project, the building of the infrastructure, the formative evaluation of various interaction design approaches (NFC cards, physical keypads, on-screen buttons, and menus), and implications for researchers and developers. It also includes preliminary findings from six technology probes.

キーワード
Accessibility
auto-personalization
universal usability
shared devices
public computing
users with disabilities
screen reader
screen magnification
internationalization
著者
Gregg Vanderheiden
University of Maryland, College Park, MD, USA
Jonathan Lazar
University of Maryland, College Park, MD, USA
J. Bern Jordan
University of Maryland, College Park, MD, USA
Yao Ding
University of Maryland, College Park, MD, USA
Rachel E. Wood
University of Maryland, College Park, MD, USA
DOI

10.1145/3313831.3376204

論文URL

https://doi.org/10.1145/3313831.3376204

動画
Introducing the Gamer Information-Control Framework: Enabling Access to Digital Games for People with Visual Impairment
要旨

In this paper, we present a foundation for understanding the elements that enable people with visual impairment to engage with digital games. This is defined by the gamer's relation- ships with information and with elements of control provided by the game, and is mediated through in-game metaphors and affordances when gamers interact as users or creators. This work complements previous research exploring the points of view of gamers with visual impairment by focusing on the games they play and prioritising the relationships between the key enablers of access to digital games. Using the framework to examine existing and missing components will enable de- signers to consider broader aspects of accessibility in game design.

キーワード
Visual impairment
digital games
audiogames
control
information
framework
著者
Ronny Andrade
University of Melbourne, Melbourne, VIC, Australia
Melissa J. Rogerson
University of Melbourne, Melbourne, VIC, Australia
Jenny Waycott
University of Melbourne, Melbourne, VIC, Australia
Steven Baker
University of Melbourne, Melbourne, VIC, Australia
Frank Vetere
University of Melbourne, Melbourne, VIC, Australia
DOI

10.1145/3313831.3376211

論文URL

https://doi.org/10.1145/3313831.3376211