136. Understanding & designing for accessibility

PIP Kit: An Exploratory Investigation into using Lifelogging to support Disability Benefit Claimants
説明

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.

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

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.

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

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.

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Morphic: Auto-Personalization on a Global Scale
説明

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.

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

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.

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