1,721,220 research outputs found

    Teaching the next generation of universal access designers: a case study

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    This paper describes the development of the “Usability and Accessibility” course for M.Sc. students at the IT University of Copenhagen. The aim is to examine whether this course provides an effective and useful method for raising the issues around Universal Access with the designers of the future. This paper examines the results and conclusions from the students over 5 semesters of this course and provides an overview of the success of the different design and evaluation methods. The paper concludes with a discussion of the effectiveness of each of the specific methods, techniques and tools used in the course, both from design and education perspectives

    Expressing segmentation in d-comics

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    Comics as a storytelling medium is constructed by panel sequences. The comics author defines how the panel sequences are segmented with specific storytelling intentions to enhance aspects such as: Curiosity, suspense, surprise, emphasis, storytelling pace, etc. In printed comics, the intended segmentations are embodied because they are physically printed on the pages. However, different electronic devices that have different screen sizes and support different ways of interaction can all gain access to the same panel sequence of d-Comics (digital comics). Therefore, the question emerges how to express author intended segmentations in d-Comics. This article collects several design prototypes that explore the relationship between narrative structure, visual space, and interaction in d-Comics. Prototype 1 discusses how the background layer can express the segmentation. Prototype 2 explores how differences in movement speed of visual layers can express segmentation. Prototype 3 visualizes different shape changes when a reader interacts with the panel sequence to express segmentations. Prototype 4 explores different layouts of panels with interactivity linked to zooming in and out. And finally, prototype 5 uses spatial distance to show segmentations

    Perspectives on User Experience Evaluation of Brain-Computer Interfaces

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    The research on brain-computer interfaces (BCIs) is pushing hard to bring technologies out of the lab and into society and onto the market. The nascent merge between the field of BCI and human-computer interaction (HCI) is paving the way for new applications such as BCI-controlled gaming. The evaluation or success of BCI technologies is often based on how accurate the control of a user is with the technology. However, while this is still key to its usability, other factors that influence the user experience (UX) can make or break a technology. In this paper we first review studies which investigated user experience with BCIs. Second, we will discuss how HCI approaches can contribute to the evaluation of BCIs. Finally, we propose to develop a standardized questionnaire for evaluating BCIs for entertainment purposes

    Overcoming the Fragmentation: A Proposal of Model Ontology, Architecture System and Web-Based Implementation for Planning the Persons with Disability’s Life Project

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    In recent decades important changes in the disability area occurred, both at regulatory-political and socio-cultural level, urging to rethink the Life Project of persons with disabilities (PwD) from a lifelong and life wide perspective. From the Nineties, in Italy this change has been introduced by a policy agenda introducing the construct of individual Life Project as a crucial mean to guarantee rights and quality of life aimed at fully implementing the principle of social inclusion. However, this evolution continues to clash with standard and fragmented solutions that does not respond to the need of an individualized, emancipatory, rights-based planning. The paper presents a model of PwD’ Life Project developed by the researchers in Special Education of University of Bergamo (UNIBG) as a result of the “Training Program on Life Project related to the Dopo di Noi” promoted in collaboration with Agenzia Tutela Salute (ATS) of Bergamo. Adopting a participatory design approach, UNIBG researchers follow a three steps model: 1) defining the conceptual framework (ontology) with respect to disability, the rights of the PwD and the load-bearing features and steps characterizing the individual Life Project planning; 2) organizing the overall architecture of the system; 3) designing a low-fidelity prototype. The current state of the art of the UNIBG research contributes to inform PwD’s Life Project design process and preliminary results highlight the overall validity of the model ontology and the proposed architecture. As next research step, the prototype will be discussed with some selected stakeholders participating in ATS-UNIBG “Training Program” to collect their feedback and proceed with the re-design phase

    Intensity analysis of surface myoelectric signals from lower limbs during key gait phases by wavelets in time-frequency

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    This paper presented a time-frequency intensity analysis feature extraction approach of lower limb sEMG (Surface Electromyogram) to identify the key gait phases during walking. The proposed feature extraction method used a filter bank of non-linearly scaled wavelets with specified time-resolution to extract time-frequency aspects of the signal.The intensity analysis algorithm was tested on sEMG data collected from ten healthy young volunteers during 30 walking circles for each. Each walking cycle was made up of four key gait phases:L-DS(Left Double Stance), L-SS(Left Single Stance),R-DS(Right Double Stance),R-SS(Right Single Stance).The identification accuracy of 7 subjects using intensity analysis reached 97%, even up to 99.42%.The others were about 95%. The algorithm obviously achieved a higher accuracy of sEMG recognition than the other algorithms such as root mean square and AR Coefficient. In the future, the feature of sEMG signal under different key gait phases may be used in the control of Functional Electrical Stimulation (FES) and other intelligent artificial limbs

    Extending predictive models of exploratory behavior to broader populations

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    We describe the motivation for research aimed at extending predictive cognitive modeling of non-expert users to a broader population. Existing computational cognitive models have successfully predicted the navigation behavior of users exploring unfamiliar interfaces in pursuit of a goal. This paper explores factors that might lead to significant between-group differences in the exploratory behavior of users, with a focus on the roles of working memory, prior knowledge, and information-seeking strategies. Validated models capable of predicting novice goal-directed exploration of computer interfaces can be a valuable design tool. By using data from younger and older user groups to inform the development of such models, we aim to expand their coverage to a broader range of users.</p

    Supporting complex decisions through selection of appropriate graphical layout

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    Decision support tools are designed to improve a user’s ability to take complex decisions and the choice of presentation format is highly relevant to this. Many papers have demonstrated a link between graphical format and decision choice but there has been less evaluation within the context of complex decision making and uncertainty. This study examines the impact of data representation (a) within a univariate and continuous choice decision context and (b) within a multivariate context with discrete choices. Participants in each study were randomly allocated to different display conditions and the impact of the display on their performance recorded, in (a) accuracy of the response and (b) the ease of decision making and comfort with the decision choice. The results suggest that while it is possible to identify graphical representations that produce better decision responses in a single-variable problem scenario this is not necessarily true in a multivariate discrete-choice situation
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