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Urban accessibility assessments are challenging: they involve varied stakeholders across decision-making contexts while serving a diverse population of people with disabilities. To better support urban accessibility assessment using data visualizations, we conducted a three-part interview study with 25 participants across five stakeholder groups using map visualization probes. We present a multi-stakeholder analysis of visualization needs and sensemaking processes to explore how interactive visualizations can support stakeholder decision making. In particular, we elaborate how stakeholders’ varying levels of familiarity with accessibility, geospatial analysis, and specific geographic locations influences their sensemaking needs. We then contribute 10 design considerations for geovisual analytic tools for urban accessibility communication, planning, policymaking, and advocacy.
Immersive virtual reality (VR) is being used as an enriching experience for people living in residential aged care, or nursing homes, where care staff play a critical role supporting clients to use VR. In HCI research concerned with technology use in aged care, however, the role of formal caregivers has received limited attention. We conducted interviews with 11 caregivers working in care homes that have implemented VR as part of the social program offered to residents. Our findings highlight tensions between the opportunities created by the immersive VR experience and the risks and challenges full immersion presents for people in aged care. In this paper, we draw on an ethics of care framework to make visible the care practices involved in facilitating VR in aged care homes, highlighting the care required to ensure that older adults experience benefits when using immersive VR, while risks and challenges are carefully managed.
The ability to cross the street at intersections is an essential skill, often taught to people who are blind or have low vision (BLV) with the aid of tactile maps and kits or toys. However, each of the existing mapping tools has shortcomings. We investigated whether co-designed 3D printed components can offer benefits.
Guided by consultation with 11 Orientation and Mobility (O&M) professionals, we co-designed a series of 3D printed kits that they then used in their practice with BLV children who showed high levels of engagement and learning. The 3D materials were found to demonstrate the key concepts for street crossings in a portable, engaging and professional manner. They will be released for free download, enabling O\&M professionals to access or modify the materials as required. We hope that use of our co-designed 3D printed tools will contribute to the safety, independence and inclusion of BLV people.
Current activity tracking technologies are largely trained on younger adults, which can lead to solutions that are not well-suited for older adults. To build activity trackers for older adults, it is crucial to collect training data with them. To this end, we examine the feasibility and challenges with older adults in collecting activity labels by leveraging speech. Specifically, we built MyMove, a speech-based smartwatch app to facilitate the in-situ labeling with a low capture burden. We conducted a 7-day deployment study, where 13 older adults collected their activity labels and smartwatch sensor data, while wearing a thigh-worn activity monitor. Participants were highly engaged, capturing 1,224 verbal reports in total. We extracted 1,885 activities with corresponding effort level and timespan, and examined the usefulness of these reports as activity labels. We discuss the implications of our approach and the collected dataset in supporting older adults through personalized activity tracking technologies.