Accessible Interaction

[A] Paper Room 01, 2021-05-13 17:00:00~2021-05-13 19:00:00 / [B] Paper Room 01, 2021-05-14 01:00:00~2021-05-14 03:00:00 / [C] Paper Room 01, 2021-05-14 09:00:00~2021-05-14 11:00:00

会議の名前
CHI 2021
Evaluating an App to Promote a Better Visit Through Shared Activities for People Living with Dementia and their Families
要旨

This project aims to foster shared positive experiences between people living with moderate to advanced dementia and their visitors as they may struggle to find topics to talk about and engaging things to do together. To promote a better visit, we trialed a previously developed app that includes eight games with twenty-one residents and their partners or carers across four care centers for three months each. Through interviews and data logging, we found that residents preferred games that were closer to their interests and skills, and that gameplay and cooperation fostered meaningful and shared interactions between residents and their visitors. The contribution of this work is twofold: (1) insights and opportunities into dyadic interactions when using an app and into promoting positive social experiences through technology design, and (2) reflections on the challenges of evaluating the benefits of technology for people living with dementia.

著者
Diego Muñoz Sáez
Swinburne University of Technology, Melbourne, Australia
Stu R. Favilla
Swinburne University of Technology, Hawthorn, Victoria, Australia
Sonja Pedell
Swinburne University of Technology, Hawthorn, Victoria, Australia
Andrew Murphy
Swinburne University of Technology, Melbourne, Victoria, Australia
Jeanie Beh
Swinburne University of Technology, Melbourne, Victoria, Australia
Tanya Petrovich
Dementia Australia, Parkville, VIC, Australia
DOI

10.1145/3411764.3445764

論文URL

https://doi.org/10.1145/3411764.3445764

動画
Including Adults with Severe Intellectual Disabilities in Co-Design through Active Support
要旨

In recent work, design researchers have sought to ensure that people with disabilities are engaged as competent and valued contributors to co-design. Yet, little is known about how to achieve this with adults with severe intellectual disabilities. Navigating design in the context of complex care practices is challenging, charged with uncertainty, and requires sustained effort of methodological and affective adjustments. To establish a respectful co-design relationship and enrich participation, we turn to Active Support (AS), an evidence-based strategy for engaging adults with severe intellectual disabilities. We present a reflective account of long-term field work that utilized the four aspects of AS, a) every moment has potential; b) graded assistance; c) little and often; d) maximizing choice and control. We discuss how these principles contribute to deepening HCI methods by ensuring interactional turns for adults with severe disabilities, revealing their unique competences, thereby shaping design direction and providing design insight.

著者
Filip Bircanin
QUT, Brisbane, QLD, Australia
Margot Brereton
QUT, Brisbane, Brisbane, Australia
Laurianne Sitbon
Queensland University of Technology, Brisbane, QLD, Australia
Bernd Ploderer
Queensland University of Technology (QUT), Brisbane, Queensland, Australia
Andrew Azaabanye. Bayor
Queensland Univ of Technology, Brisbane, QLD, Australia
Stewart A. Koplick
Endeavour Foundation, Brisbane, Australia
DOI

10.1145/3411764.3445057

論文URL

https://doi.org/10.1145/3411764.3445057

動画
"It's Just Everything Outside of the IDE that's the Problem": Information Seeking by Software Developers with Visual Impairments
要旨

Many efforts to increase accessibility in coding for developers with visual impairments (DWVI) focus on supporting interactions with development tools. But, to understand how to appropriately modify and write source code, developers must seek information from a variety of disparate and highly technical sources. DWVI might benefit from technological support in this process. But, it is unclear what accessibility issues arise in technical information sources, whether accessibility impacts strategies for seeking technical information, or how best to support DWVI in information seeking. We conducted observations and interviews with twelve DWVI, to explore their information behaviors. We found that DWVI seek information in many of the same sources as their sighted peers, and accessibility issues in technical information sources were similar to those in nontechnical sources. But, despite these similarities, examining development as an information seeking process highlighted the role of contextual and social factors in determining accessibility for DWVI.

著者
Kevin M. Storer
University of California, Irvine, Irvine, California, United States
Harini Sampath
Google, Seattle, Washington, United States
M. Alice Merrick
Google, Seattle, Washington, United States
DOI

10.1145/3411764.3445090

論文URL

https://doi.org/10.1145/3411764.3445090

動画
Stitching Together the Experiences of Disabled Knitters
要旨

Knitting is a popular craft that can be used to create customized fabric objects such as household items, clothing and toys. Knitting is also a relaxing and calming exercise for many knitters. Little is known about how disabled knitters use and benefit from knitting, and what accessibility solutions and challenges they create and encounter. We conducted interviews with 16 experienced, disabled knitters and analyzed 20 threads from five forums that discussed accessible knitting to identify how and why disabled knitters knit, and what accessibility concerns remain. We additionally conducted an iterative design case study developing knitting tools for a knitter who found existing solutions insufficient. Our innovations improved the range of stitches she could produce. We conclude by arguing for the importance of improving tools for both pattern generation and modification as well as adaptations or modifications to existing tools such as looms to make it easier to track progress

著者
Taylor Gotfrid
University of Washington, Seattle, Washington, United States
Kelly Mack
University of Washington, Seattle, Washington, United States
Kathryn J. Lum
University of Washington, Seattle, Washington, United States
Evelyn Yang
University of Washington, Seattle, Washington, United States
Jessica Hodgins
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
Scott E. Hudson
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
Jennifer Mankoff
University of Washington, Seattle, Washington, United States
DOI

10.1145/3411764.3445521

論文URL

https://doi.org/10.1145/3411764.3445521

動画
Accessibility of Command Line Interfaces
要旨

Command-line interfaces (CLIs) remain a popular tool among developers and system administrators. Since CLIs are text-based interfaces, they are sometimes considered accessible alternatives to predominantly visual developer tools like IDEs. However, there is no systematic evaluation of the accessibility of CLIs in the literature. In this paper, we describe two studies with 12 developers on their experience of using CLIs with screen readers. Our findings show that CLIs have their own set of accessibility issues - the most important being CLIs are unstructured text interfaces. Based on our results, we provide a set of recommendations for improving the accessibility of command-line interfaces.

著者
Harini Sampath
Google, Seattle, Washington, United States
M. Alice Merrick
Google, Seattle, Washington, United States
Andrew Macvean
Google, Seattle, Washington, United States
DOI

10.1145/3411764.3445544

論文URL

https://doi.org/10.1145/3411764.3445544

動画
Technology Adoption and Learning Preferences for Older Adults: Evolving Perceptions, Ongoing Challenges, and Emerging Design Opportunities
要旨

Technology adoption among older adults has increased significantly in recent years. Yet, as new technologies proliferate and the demographics of aging shift, continued attention to older adults’ adoption priorities and learning preferences is required. Through semi-structured interviews, we examine the factors adults 65+ prioritize in choosing new technologies, the challenges they encounter in learning to use them, and the human and material resources they employ to support these efforts. Using a video prototype as a design probe, we present scenarios to explore older adults’ perceptions of adoption and learning new technologies within the lens of health management support, a relevant and beneficial context for older adults. Our results reveal that participants appreciated self-paced learning, remote support, and flexible learning methods, and were less reliant on instruction manuals than in the past. This work provides insight into older adults’ evolving challenges, learning needs, and design opportunities for next generation learning support.

著者
Carolyn Pang
McGill University, Montreal, Quebec, Canada
Zhiqin Collin Wang
McGill University, Montreal, Quebec, Canada
Joanna McGrenere
University of British Columbia, Vancouver, British Columbia, Canada
Rock Leung
Samsung Electronics Canada Inc., Vancouver, British Columbia, Canada
Jiamin Dai
McGill University, Montreal, Quebec, Canada
Karyn Moffatt
McGill University, Montreal, Quebec, Canada
DOI

10.1145/3411764.3445702

論文URL

https://doi.org/10.1145/3411764.3445702

動画
Avatar-Mediated Communication in Social VR: An In-depth Exploration of Older Adult Interaction in an Emerging Communication Platform
要旨

While HCI researchers have begun designing personalised VR experiences for older adults, there has been limited research examining the use of social VR - where users interact via avatars in a virtual environment. Avatar-mediated communication (AMC) is a crucial component of the social VR experience, but older users’ experience with AMC is poorly understood. We conducted a five-month study with 16 older adults evaluating a co-designed social VR prototype. Results show that AMC in social VR was seen as medium that supported introverted users to express themselves and was viewed as offering advantages when discussing sensitive topics. Our study provides new insights into how older adults view AMC in social VR as a communication medium and we contribute six design reflections, based on our results, that highlight the steps that can be taken to ensure that AMC in social VR can meet the communication needs of older users.

著者
Steven Baker
Griffith University, Gold Coast, Queensland, Australia
Jenny Waycott
University of Melbourne, Parkville, Australia
Romina Carrasco
University of Melbourne, Parkville, Australia
Ryan M.. Kelly
University of Melbourne, Melbourne, VIC, Australia
Anthony John. Jones
University of Melbourne, Parkville, Australia
Jack Lilley
University of Melbourne, Parkville, Australia
Briony Dow
National Ageing Research Institute, Melbourne, Victoria, Australia
Frances Batchelor
National Ageing Research Institute, Melbourne, Australia
Thuong Hoang
Deakin University, Geelong, Australia
Frank Vetere
University of Melbourne, Parkville, Australia
DOI

10.1145/3411764.3445752

論文URL

https://doi.org/10.1145/3411764.3445752

動画
Chasing Play on TikTok from Populations with Disabilities to Inspire Playful and Inclusive Technology Design
要旨

There is an open call for technology to be more playful and for tech design to be more inclusive of people with disabilities. In the era of COVID19, it is often unsafe for the public in general and people with disabilities, in particular, to engage in in-person design exercises using traditional methods. This presents a missed opportunity as these populations are already sharing playful content rich with tacit design knowledge that can be used to inspire the design of playful everyday technology. We present our process of scraping play potentials from TikTok from content creators with disabilities to generate design concepts that may inspire future technology design. We share 7 emerging themes from the scraped content, a catalog of design concepts that may inspire designers, and discuss the relevance of the emerging themes and possible implications for the design concepts.

著者
Jared Duval
University of California Santa Cruz, Santa Cruz, California, United States
Ferran Altarriba Bertran
UC Santa Cruz, Santa Cruz, California, United States
Siying Chen
University of California Santa Cruz, Santa Cruz, California, United States
Melissa Chu
University of California Santa Cruz, Santa Cruz, California, United States
Divya Subramonian
University of California Santa Cruz, Santa Cruz, California, United States
Austin Wang
University of California Santa Cruz, Santa Cruz, California, United States
Geoffrey Xiang
University of California Santa Cruz, Santa Cruz, California, United States
Sri Kurniawan
University of California Santa Cruz, Santa Cruz, California, United States
Katherine Isbister
University of California Santa Cruz, Santa Cruz, California, United States
DOI

10.1145/3411764.3445303

論文URL

https://doi.org/10.1145/3411764.3445303

動画
Accessibility of High-Fidelity Prototyping Tools
要旨

High-fidelity prototyping tools are used by software designers and developers to iron out interface details without full implementation. However, the lack of visual accessibility in these tools creates a barrier for designers who may use screen readers, such as those who are vision impaired. We assessed conformance of four prototyping tools (Sketch, Adobe XD, Balsamiq, UXPin) with accessibility guidelines, using two screen readers (Narrator and VoiceOver), focusing our analysis on GUI element accessibility and critical workflows used to create prototypes. We found few tools were fully accessible, with 45.9% of GUI elements meeting accessibility criteria (34.2% partially supported accessibility, 19.9% not supporting accessibility). Accessibility issues stymied efforts to create prototypes using screen readers. Though no screen reader-tool pairs were completely accessible, the most accessible pairs were VoiceOver-Sketch, VoiceOver-Balsamiq, and Narrator-Balsamiq. We recommend prioritizing improved accessibility for input and control instruction, alternative text, focus order, canvas element properties, and keyboard operations.

著者
Junchen Li
Rochester Institute of Technology, Rochester, New York, United States
Garreth W.. Tigwell
Rochester Institute of Technology, Rochester, New York, United States
Kristen Shinohara
Rochester Institute of Technology, Rochester, New York, United States
DOI

10.1145/3411764.3445520

論文URL

https://doi.org/10.1145/3411764.3445520

動画
Revamp: Enhancing Accessible Information Seeking Experience of Online Shopping for Blind or Low Vision Users
要旨

Online shopping has become a valuable modern convenience, but blind or low vision (BLV) users still face significant challenges using it, because of: 1) inadequate image descriptions and 2) the inability to filter large amounts of information using screen readers. To address those challenges, we propose Revamp, a system that leverages customer reviews for interactive information retrieval. Revamp is a browser integration that supports review-based question-answering interactions on a reconstructed product page. From our interview, we identified four main aspects (color, logo, shape, and size) that are vital for BLV users to understand the visual appearance of a product. Based on the findings, we formulated syntactic rules to extract review snippets, which were used to generate image descriptions and responses to users’ queries. Evaluations with eight BLV users showed that Revamp 1) provided useful descriptive information for understanding product appearance and 2) helped the participants locate key information efficiently.

著者
Ruolin Wang
UCLA, Los Angeles, California, United States
Zixuan Chen
UCLA, Los Angeles, California, United States
Mingrui Ray. Zhang
University of Washington, Seattle, Washington, United States
Zhaoheng Li
Tsinghua University, Beijing, China
Zhixiu Liu
Stanford University, Palo Alto, California, United States
Zihan Dang
UCLA, Los Angeles, California, United States
Chun Yu
Tsinghua University, Beijing, China
Xiang 'Anthony' Chen
UCLA, Los Angeles, California, United States
DOI

10.1145/3411764.3445547

論文URL

https://doi.org/10.1145/3411764.3445547

動画
Towards More Transactional Voice Assistants: Investigating the Potential for a Multimodal Voice-Activated Indoor Navigation Assistant for Blind and Sighted Travelers
要旨

Voice assistants (VAs) – like Amazon Alexa or Siri – offer hands-/eyes-free interactions that are beneficial to a range of users, including individuals who are blind, to fulfill tasks that are otherwise difficult or inaccessible. While these interfaces model conversational interactions to achieve simple tasks, there have been recent calls for VAs that model more transactional interactions for a wider range of complex activities. In this study, we explored the extension of VAs’ capabilities in the context of indoor navigation through mixed-ability focus groups with blind and sighted airport travelers. We found high overlap in the difficulties encountered by blind and sighted travelers, as well as shared interest in a voice-activated travel assistant to improve travel experiences. Leveraging user-elicited recommendations, we present interaction design examples that showcase customization of different and multiple modalities, which collectively demonstrate how VAs can more broadly achieve transactional interactions in complex task scenarios.

著者
Ali Abdolrahmani
University of Maryland, Baltimore County, Baltimore, Maryland, United States
Maya Howes. Gupta
University of California, Irvine, Irvine, California, United States
Mei-Lian Vader
UMBC, Baltimore, Maryland, United States
Ravi Kuber
UMBC, Baltimore, Maryland, United States
Stacy Branham
University of California, Irvine, Irvine, California, United States
DOI

10.1145/3411764.3445638

論文URL

https://doi.org/10.1145/3411764.3445638

動画
Designing AACs for People with Aphasia Dining in Restaurants
要旨

There is a growing need to design augmentative and alternative communication (AAC) devices that focus on supporting quality of life goals, such as increased social participation in leisurely activities. Yet, designing AAC applications that support leisurely activities is difficult, as the activity might require novel and specific language in a timely manner. Through observations and contextual interviews with people with aphasia, their social partners, and speech-language therapists, we characterize the important but challenging nature of supporting one specific leisure activity: meal ordering in restaurants. Based on our observational and interview data, we design and explore three prototype AAC systems to support people with aphasia in ordering meals in restaurants. Each prototype integrates a different AI technology, contributing insights into how AI may enhance AAC usage and design. The study opens up questions of designing accessible restaurant experiences for neurodivergent people and the role of AI in AAC devices more broadly.

著者
Mmachi God'sglory. Obiorah
Northwestern University, Evanston, Illinois, United States
Anne Marie Piper
University of California, Irvine, Irvine, California, United States
Michael Horn
Northwestern University, Evanston, Illinois, United States
DOI

10.1145/3411764.3445280

論文URL

https://doi.org/10.1145/3411764.3445280

動画