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Universal Access in Human-Computer Interaction. Design Methods and User Experience (Information Systems and Applications, incl. Internet/Web, and HCI)

✍ Scribed by Margherita Antona; Constantine Stephanidis


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✦ Table of Contents


Foreword
HCI International 2021 Thematic Areas and Affiliated Conferences
Contents – Part I
Contents – Part II
Universal Access Methods, Techniques and Practices
Implicit Measures as a Useful Tool for Evaluating User Experience
1 Introduction
2 Implicit Attitudes and Their Possible Influence on the Interaction Between Humans and Non-humans
2.1 Social Reactions to Technological Devices
3 Developing Different Versions of a Chatbot with Different Gender and Tone of Voice: An Experimental Study
3.1 Pretest
3.2 The Experiment
References
The Ecosystem’s Involvement in the Appropriation Phase of Assistive Technology: Choice and Adjustment of Interaction Techniques
1 Introduction
2 Related Work on Codesign
3 The SoKeyTo Platform
4 Codesign with the Ecosystem
5 Codesign and Appropriation of the AAC for P1: A Case Study
5.1 P1 Profile
5.2 Design of a Customized Communication Notebook
5.3 Device Interaction
5.4 Scanning Strategies
5.5 Discussion
5.6 Integration of the Interface into the Wheelchair Environment
6 Discussion on the Methodology
7 Conclusion
References
Setting Diversity at the Core of HCI
1 Introduction
2 Understanding Diversity in HCI
2.1 Meanings of Diversity
2.2 Diversity in HCI
2.3 Agendas for Diversity in HCI
3 Diversity Driven HCI
4 The Framework for Diversity Driven HCI
4.1 Confronting the Structures
4.2 Questioning the Methods
4.3 Advocating for Power
5 Conclusion
References
A Systematic Mapping of Guidelines for the Development of Accessible Digital Games to People with Disabilities
1 Introduction
2 Fundamental Concepts
2.1 Digital Games
2.2 Guidelines
2.3 People with Disabilities
3 Related Works
4 Methodology
4.1 Research Questions
4.2 Search Strings
4.3 Selection Criteria and Process
5 Analysis and Results
5.1 Guidelines for DGs Accessible to People with Cognitive Disabilities
6 Threats to Validity
7 Conclusions and Future Works
References
Discount Evaluation of Preliminary Versions of Systems Dedicated to Users with Cerebral Palsy: Simulation of Involuntary Movements in Non-disabled Participants
1 Introduction
2 Background
2.1 Users with Dyskinetic Cerebral Palsy
2.2 Evaluation by Simulation of Disabled User Characteristic
2.3 Presentation of the User Interface of the Tested Preliminary System and Design Principles
3 Discount Evaluation with Simulation of Involuntary Movements: Illustration of a Usable Method
3.1 Participants
3.2 Equipment Used for This Discount Evaluation Approach
3.3 Procedure
3.4 Data Collection and Analysis
4 Results
4.1 Chronometric Analysis
4.2 Quantification of Clicks
4.3 Subjective Assessments and Link with the Use of the Device
5 Discussion
6 Conclusion
References
Accessibility Practices for Prototype Creation and Testing
1 Introduction
2 Background and Related Work
3 Additional Project Background
3.1 Summary of User Needs
3.2 Key Insights
3.3 Design Considerations
4 Methods and Processes
4.1 Evaluate Tools
4.2 Information Architecture (IA)
4.3 WCAG Guidelines and Accessibility
4.4 Content Design
4.5 Website Design
4.6 Feedback
5 Discussion
6 Conclusion
References
Methods of Usability Testing for Users with Cognitive Impairments
1 Introduction and Research Question
2 Related Work
2.1 Analysis of Procedures for the Assessment of People with Impairments
2.2 Analysis of the Procedure and Aspects of Usability Testing
3 Method
3.1 Case Study – Modified Usability Testing
3.2 Case Study – On Site vs. Remote
4 Results
4.1 Case Study – Modified Usability Testing – Advantages and Disadvantages
4.2 Case Study – On Site vs. Remote – Advantages and Disadvantages
5 Discussion
References
Remote Evaluation in Universal Design Using Video Conferencing Systems During the COVID-19 Pandemic
1 Introduction
2 Related Work
3 Protocol for Remote Evaluation of Usability and Accessibility
3.1 Preparations
3.2 Recruiting Participants
3.3 Running Synchronous Evaluations
3.4 Debriefing the Participant
4 Pilot Study Implementing the Protocol
4.1 Study Preparation
4.2 Recruitment for the Pilot Study
4.3 Running the Synchronous Evaluation
4.4 Running the Asynchronous Evaluation
4.5 Debriefing
4.6 Analysis
5 Results and Discussion
5.1 Flexibility in Performing the Evaluation
5.2 System Preferences
5.3 Technical Challenges and Pitfalls
5.4 Obtaining Informed Consent
5.5 Richness of Data in Synchronous and Asynchronous Evaluations
5.6 Use of Questionnaires
5.7 Limitations
6 Future Work and Conclusion
References
A Multidisciplinary User-Centered Approach to Designing an Information Platform for Accessible Tourism: Understanding User Needs and Motivations
1 Introduction
2 Literature Review
2.1 People with Disabilities: Relevance, Constraints and Needs
2.2 The Importance of a User-Centered Approach in the Development of Accessible Tourism Information Systems
3 Problem Contextualization and Methodology
3.1 Problem and Methodology
3.2 Data Collection Methods
4 Personas and Scenarios
4.1 Personas
4.2 Scenarios
5 Conclusion
References
Accessibility, Usability, User Experience and Technology Acceptance
Users Perceptions of Headphones and Earbuds in Norway and Brazil: An Empirical Study Based on a Kahoot Quiz
1 Introduction
2 Related Work
3 Method
3.1 Experimental Design
3.2 Participants
3.3 Materials
3.4 Procedure
3.5 Analysis
4 Results
4.1 Perception of Audio Device Characteristics
4.2 Cultural Differences
4.3 Response Time
5 Discussions
5.1 Perception of Audio Device Characteristics
5.2 Cultural Differences
5.3 Response Time
6 Conclusions
References
Extended Analysis Procedure for Inclusive Game Elements: Accessibility Features in the Last of Us Part 2
1 Introduction
2 Background
2.1 Related Work
2.2 The Last of Us Part II
3 Analysis Procedure
4 The Last of Us Part II Evaluation
4.1 Selected PANELI' Original Topics
4.2 PANELI Extended Topics
4.3 Analysis Overview
4.4 Limitations of This Study
5 Extended Process and Potential Game Accessibility Improvements
5.1 Potential Advancement Initiated with TLOU2 Accessibility Features
5.2 PANELI Extension and Utilization
6 Concluding Remarks
References
Image Search Versus Text Search Revisited: A Simple Experiment Using a Kahoot Quiz
1 Introduction
2 Related Work
3 Method
3.1 Experimental Design
3.2 Participants
3.3 Materials
3.4 Procedure
3.5 Analysis
4 Results
5 Discussions
5.1 Limitations
6 Conclusions
References
Disadvantaged by Disability: Examining the Accessibility of Cyber Security
1 Introduction
2 User Authentication and Disability
3 Comparing Current Methods and ICF List Features
4 Validation of User Needs
4.1 Results of the Questionnaire Study
5 Existing Frameworks for Accessible Authentication
6 Discussion
7 Conclusion
Appendix
References
Web Accessibility and Web Developer Attitudes Towards Accessibility in Mozambique
1 Introduction
2 Literature Review
2.1 Disability, Web Accessibility and Mozambique
2.2 Related Work on National Legislation and Policy Making, Promoting Web Accessibility
3 Methodology
3.1 Website Evaluation (Automatic Testing)
3.2 Interview and Interaction with Web Developers
4 Results and Analysis
4.1 Summarization of Results from All Three Automatic Testing Tools
4.2 Results from Interviewing and Interacting with Web Developers in Mozambique
5 Discussion
6 Limitations and Future Work
7 Conclusion
References
Screen Reader Accessibility Study of Interactive Maps
1 Introduction
2 Literature Review
2.1 Accessibility and Design Guidelines
2.2 User Diversity and Visual Impairment
2.3 Maps Design Evaluations
3 Methodology
3.1 Research Design Approaches
3.2 Systematic Literature Review
3.3 Semi-structured Interview
4 Results
4.1 Systematic Literature Review
4.2 Interviews
5 Discussion
5.1 Systematic Literature Review
5.2 Interviews
5.3 Limitations
6 Conclusion
References
How Young People Living with Disability Experience the Use of Assistive Technology
1 Introduction
2 Background
2.1 Disability and Assistive Technology (AT)
2.2 Sustainability, User Experience Design, and DIX
2.3 Cultural-Historical Activity Theory (CHAT)
3 Methods
3.1 Study Approach
4 Findings
4.1 Young people’s Experience of ICT
4.2 Comparison of Young people’s Experience and Their Parents’ Experience of ICT Usage
4.3 Identified Deficits of Sustainable Accessibility
5 Discussion and Conclusions
References
Game Accessibility: Taking Inclusion to the Next Level
1 Introduction
2 What is Game Accessibility?
3 Accessibility Issues
4 Current State of the Art in Game Accessibility
5 Future Perspectives
6 Conclusions
References
E-commerce Usability Guidelines for Visually Impaired Users
1 Introduction
2 Motivation and Background
2.1 Web Accessibility
2.2 Motivation
3 Methodology
3.1 Expert Analysis
3.2 User Testing
4 Results
4.1 Expert Analysis Results
4.2 User Testing Results
4.3 Usability Guidelines
5 Conclusions
References
Usability Testing on Tractor’s HMI: A Study Protocol
1 Introduction
2 Background
3 Proposed Protocol
3.1 Planning
3.2 Execution
3.3 Debriefing
4 Use Cases
4.1 Use Case 1
4.2 Use Case 2
5 Conclusions
References
Social Network Behavior, from Information Search to Purchase: The Case of Generation X and Millennials
1 Introduction
2 Customer Experience
2.1 Social Networks Experience and Generations Cohort
2.2 Social Network Marketing and Influences on Consumer Behavior
2.3 The Role of Information Search in the Consumer Purchase Decision Process
2.4 Social Networks Technological Experience
3 Conceptual Research Model and Methodology
4 Results
4.1 Evaluation of the SNUX Measurement Model
4.2 Evaluation of the Structural Model
5 Conclusions
References
Citizen Science for All?
1 Introduction
2 Principles for Inclusivity of Citizen Science
2.1 Technical Strand
2.2 Participatory Engagement Strand
3 Evaluative Framework for Inclusivity
4 Summary and Conclusion
References
Design for All Applications and Case Studies
Collaborative Virtual Environment to Encourage Teamwork in Autistic Adults in Workplace Settings
1 Introduction
2 Collaborative Virtual Environment (CVE) System Design
2.1 Tasks Design
2.2 CVE Architecture
3 System Validation
4 Conclusion
References
Image Adaptation Based on Color Saturation and Linear Matrices for People with Deuteranopia-Type Color Blindness
1 Introduction
1.1 Context
1.2 Justification
2 Problem
2.1 Color Blind Users
2.2 The Cones
2.3 Technological Principle of Solution
3 Proposal
3.1 Linear Algebra in Image Manipulation
3.2 Matrix Proposal for the Tool
4 Analysis of the Results
4.1 Survey summary
4.2 Final Results
5 Conclusions
References
Design of Digital Therapeutic Workshops for People with Alzheimer’s Disease
1 Introduction
2 Personalization of a Non-digital Therapeutic Workshop for the Recognition of Objects of Daily Life
2.1 Alzheimer’s Patients and Facilitators
2.2 Observations and Interviews
2.3 The Workshop Personalization
2.4 Users’ Needs
3 Personalization in a Digital Therapeutic Workshop for the Recognition of a Daily Living Activity
3.1 User-Centered Design, Participatory Design and Personalization: Our Design Approach
3.2 Design Solutions and Evaluation According to the Requirements
4 Feedback
4.1 Review of the Design Method
4.2 Feedback on Design Solutions
5 Conclusion
References
Tasteful: A Cooking App Designed for Visually Impaired Users
1 Introduction
2 Background of the Study
3 User Experience Research and Analysis
3.1 Analysis of YouTube Videos
3.2 Empathetic Study to Understand the Experience
3.3 Summary of User Research Findings
4 Design Process
5 Final Design
5.1 Keep Track of Items
5.2 Make Your Inventory
5.3 Hands-Free Recipes
6 Conclusion
References
Effect of the Peripheral Visual Field Elements of 3D Video Clips on Body Sway
1 Introduction
2 Experimental Method
3 Results
4 Discussion
References
An Enhanced Open Source Refreshable Braille Display DISBRA 2.0
1 Introduction
2 Theory
2.1 The Braille System
2.2 Braille Displays
2.3 Braille Alphabetization
3 Proposed Solution
3.1 Changes on the Interface and Usability
3.2 Reducing the Braille Display Alignment Issues
4 Analysis
5 Final Considerations
References
ParkinsonCom Project: Towards a Software Communication Tool for People with Parkinson’s Disease
1 Introduction
2 Background
2.1 People with Parkinson Disease as Users
2.2 User-Centered Research in the Domain of Parkinson
3 Project Methodology
3.1 Requirement Analysis
3.2 Co-construction
3.3 Evaluation
3.4 Cross-Border Training
4 Requirement Analysis: Creating the Basis for the Next Steps
4.1 On-Line Questionnaire
4.2 Interviews
5 Conclusion
References
Designing a Consumer Framework for Social Products Within a Gamified Smart Home Context
1 Introduction
2 Methodology
3 Proposed Framework
3.1 Knowledge Base
4 Results
4.1 ANFIS
5 Discussion
6 Conclusion
7 Future Work
References
Viva: A Virtual Assistant for the Visually Impaired
1 Introduction
2 Related Work
3 System Architecture
4 Navigation Assistant
4.1 Object Detection Model
4.2 Risk Prediction Algorithm
4.3 Object Identifier
5 User Interface
5.1 Input Mechanism
5.2 Output Mechanism
6 Experimental Evaluation
6.1 Data Collection and Preprocessing
6.2 Object Detection Model Evaluation
7 Conclusion
References
Designing 3D Printed Audio-Tactile Graphics: Recommendations from Prior Research
1 Introduction
2 Related Work
3 Systematic Literature Review
4 Recommendations on How to Design 3D Printed Audio-Tactile Graphics
5 Conclusions
References
Adaptive Augmentative and Alternative Communication Systems for People with Neuromuscular Pathologies
1 Introduction
2 Background
3 System Development
3.1 Heuristic Rules for Determining the Stage of the Disease in the System
4 Usability Evaluation
5 Conclusions
References
Multimodal Tactile Graphics Using T-TATIL, A Mobile Application for Tactile Exploration by Visually Impaired People
1 Introduction
2 Related Works
3 Comments on Tactile Exploration Without Technological Resources
4 Application Development
4.1 Technical Considerations of the Project
4.2 Paradigm of Interaction Resilient to the VI's Methodology of Work
5 Case Studies
5.1 Method
5.2 Description of Participants
5.3 Qualitative Results
5.4 Quantitative Results
6 Discussion
6.1 Future Works
7 Conclusion
References
An Evaluation of Eye-Foot Input for Target Acquisitions
1 Introduction
2 Related Work
2.1 Integrating Gaze Input with Other Modalities
2.2 Integrating Foot Input with Other Modalities
3 Experiment: Eye Pointing and Foot Tapping
3.1 Apparatus and Subjects
3.2 Task and Procedure
3.3 Design
3.4 Measures
3.5 Results
3.6 Performance Model Fitting
4 Discussion
5 Conclusions
References
Emotion and Behavior Recognition for Universal Access
Affective Guide for Museum: A System to Suggest Museum Paths Based on Visitors’ Emotions
1 Introduction
2 Research Background
3 The Proposed System
3.1 Hardware and Software Architecture
3.2 The Graphical User Interface
4 Experimentation
4.1 Preliminary Testing
4.2 Testing in Real Setting
5 Conclusion
References
2D and 3D Visualization of Eye Gaze Patterns in a VR-Based Job Interview Simulator: Application in Educating Employers on the Gaze Patterns of Autistic Candidates
1 Introduction
2 Data Visualization Dashboard
3 Visualization Methods
3.1 2D Visualizations
3.2 3D Visualizations
4 Case Studies
4.1 Feedback from Autistic Individuals
4.2 Feedback from Employers
5 Discussion and Conclusion
References
Development of an Index for Evaluating VIMS Using Gaze Data
1 Introduction
2 Visually Induced Motion Sickness (VIMS)
3 Rotational Eye Movement
4 Measurement of Eye Movement
5 Methods
6 Results
7 Discussions
8 Conclusions
References
The Analysis of Brainwaves to Measuring Music Tone Impact on Behavior of ADHD Children
1 Introduction
1.1 Background and Motivation
2 Literature Reviews
2.1 Attention Deficit Hyperactivity Disorder (ADHD)
2.2 Music Learning for Children
2.3 Function of Brainwaves
3 Methodology
3.1 Research Objects
3.2 Experiment
4 Data Analysis
4.1 Analysis Method
4.2 Raw Data
5 Result and Conclusion
5.1 Result
5.2 Conclusion
6 Discussion and Future Work
References
Contextual Cues: The Role of Machine Learning in Supporting Contextually Impaired Users
1 Introduction
2 Background
3 Creating the First Dates Dataset
4 Analysis of the First Dates Dataset
4.1 The Successful Date
5 Discussion
5.1 Contextual Support
5.2 Dating Support
6 Conclusion
References
Design and Validation of a Stress Detection Model for Use with a VR Based Interview Simulator for Autistic Young Adults
1 Introduction
2 System Design
2.1 System Architecture
2.2 Training Data Procedure
2.3 Design of Models
2.4 Testing Procedure
3 Results
4 Discussion and Conclusion
References
A Study of Classification for Electrogastrograms Before/After Caloric Intake Using Autoencoder
1 Introduction
2 Autoencoder
3 Methods
3.1 Experimental Procedure
3.2 Calculation Procedure
4 Results
5 Discussions
Appendix
References
Building an Ecologically Valid Facial Expression Database – Behind the Scenes
1 Introduction
2 Methods
2.1 Participants
2.2 Images Selection
2.3 Experimental Setup
2.4 Facial Expression Recognition via Deep Learning
3 Results and Discussion
4 Conclusions
References
Supervised Contrastive Learning for Game-Play Frustration Detection from Speech
1 Introduction
2 Related Work
2.1 Frustration Recognition
2.2 Contrastive Learning
3 Methodology
4 Deep Learning Approach
4.1 Binary Cross-Entropy with Logits Loss
4.2 Supervised Contrastive Loss
4.3 ResNet Architectures
5 Results
6 Conclusion and Future Work
References
Parkinson's Disease Detection and Diagnosis from fMRI: A Literature Review
1 Introduction
2 Background on fMRI
3 Analysis Methods for Resting-State Functional Connectivity
3.1 Functional Segregation Methods for Identifying Neural Networks
3.2 Functional Integration Methods for Identifying Neural Networks
4 Basal Ganglia Structure and Related Brain Atlas
5 Discussion and Conclusion
References
State of the Art and Future Challenges of the Portrayal of Facial Nonmanual Signals by Signing Avatar
1 Introduction
2 Three Themes
2.1 Linguistic Discovery
2.2 Advancements in Computer Generated Imagery (CGI)
2.3 Sign Language Representations
3 State of the Art
4 Current Challenges and Future Directions
5 Conclusion
References
Author Index


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