Guidance for Best Practices in Participatory Design Involving People with Visual Impairment

Author(s):  
Hyung Nam Kim

Today, a great number of people with visual impairment take advantage of mainstream technology via assistive technology. User involvement in the systems development life cycle contributes to addressing user needs accurately. This article presents practical strategies to facilitate participatory design approaches involving users with visual impairment. Both researchers and professional designers will benefit these practical strategies by using them as action checklists for preparing, conducting, and concluding a participatory design session ethically and responsibly.

2016 ◽  
Vol 7 (2) ◽  
pp. 113
Author(s):  
Silvester Dian Handy Permana

Pendidikan anak usia dini (PAUD) adalah jenjang pendidikan sebelum jenjang pendidikan dasar yang merupakan suatu upaya pembinaan yang ditujukan bagi anak berusia dua sampai dengan usia enam tahun. Salah satu aspek dalam kecerdasan yang harus dikembangkan oleh anak usia dini adalah warna. Mereka harus mengenal berbagai jenis warna yang ada. Hal ini harus dilatih untuk mempersiapkan anak usia dini masuk ke jenjang pendidikan selanjutnya. Selain itu, pengenalan warna untuk anak usia dini juga dapat mendeteksi dan mengidentifikasi buta warna pada anak. Hal ini sangatlah penting untuk kelanjutan kehidupan anak dan pendidikan yang akan orang tua berikan kepada anak. Dalam penelitian ini akan dibuat pengenalan pola warna dalam bentuk permainan ponsel dimana saat ini banyak orang tua sudah menggunakan ponsel pintar dalam kehidupan sehari-hari sehingga kita dapat memanfaatkan ponsel pintar tersebut untuk pendidikan. Pengembangan aplikasi ini menggunakan android studio. Pengembangan aplikasi ini menggunakan metode Systems Development Life Cycle. Aplikasi yang dihasilkan adalah program game yang dapat dipasang dalam ponsel pintar khususnya Android. Seluruh fungsionalitas dalam aplikasi ini sudah diuji dan dapat memenuhi harapan dari peneliti untuk mengemas pendidikan dalam game. Pengemasan pendidikan dalam rupa game juga akan menambah daya tertarik anak untuk mempelajari sesuatu yang baru.


2006 ◽  
Vol 20 (2) ◽  
pp. 81-91 ◽  
Author(s):  
David H. Sinason ◽  
Carol J. Normand

The Omni Furniture Company Case was created to help students enrolled in an accounting information systems (AIS) course further their understanding of the systems development life cycle (SDLC) by thinking through all stages of the development process. Omni is a privately held company that has found a market niche by assembling several models of simple yet durable desks, tables, and chairs for use in offices. After several years in business, Omni has recently experienced tremendous growth that has resulted in cash flow and production scheduling problems. Susan and Barry Omni, the owners of the company, realize that the information system they have been using is outdated and needs to be improved. No one in the company has the time or ability to develop such a system and so a business consulting firm has been hired to develop the new system. Each business consulting team is required to (1) design a system that will solve Omni's cash flow and production scheduling information needs and (2) use an appropriate software package to actually implement the system. Teams do not design a system that processes transactions; data should be manually entered into an appropriate software package such as Access or Excel. All tables must be linked so that one change in the data affects all of the information presented in all of the reports.


Author(s):  
Ann McCready ◽  
Andrew Doswell

This case study, about the introduction of networked PCs in a local government office in Perth, Scotland, focuses on the importance of organizational and social factors during the implementation process. The implementation of the network in this case study is not a straightforward progression from one stage to the other, as may be inferred from the systems development life cycle “waterfall” model but a circular, stop-and-start process with moves back to previous stages and is more like a “spiral” approach of dynamic and unfolding processes. The case study highlights the links between technical and nontechnical aspects of implementation and the complicated process of project management in which a balance is continually being sought between technical and nontechnical issues. But although social processes may reduce technical as well as social problems, not all problems can be solved by attention to social factors. Organizational constraints may limit the success of the implementation process, and there are also dangers in including users who, if their views are disregarded, may become disillusioned and adversely affect future development of the network.


Author(s):  
I Made Agus Wirawan ◽  
Ida Bagus Made Ludy Paryatna

Indonesia is an archipelago country with a variety of local languages; one of which is Balinese (mother tongue), used by the Balinese people in daily life and in certain ritual ceremonies. In Universitas Pendidikan Ganesha, Department of Balinese Language Education, students have been given Anggah-Ungguhing in speaking subjects where they are taught to understand the use of Balinese language based on social strata.  But in the process of learning the Anggah-Ungguhing, there are some problems, including: 1) There is no media that supports learning of Anggah-Ungguhing vocabulary. 2) The motivation of students when learning Anggah-Ungguhing by using books is low. Based upon the analysis on the problems and previous researches, this study aims to: 1) Development of mobile dictionary to support the learning process Angggah - Ungguhing anywhere and anytime. 2) Measuring the level of student’s motivation are using mobile dictionary while learning vocabulary Anggah - Ungguhing. The method used in this research is Software Development Life Cycle (SDLC) with Waterfall based model. Based on the results of tests that have been done, mobile dictionaries can be declared successfully developed based on user needs. In this research has distributed about 60 questionnaires to measure the level of student’s motivation who use mobile dictionaries on learning Anggah - Ungguhing Balinese language. The result of the student’s motivation measurement shows that the motivation of the students that the learns Anggah - Ungguhing Balinese languange using mobile dictionary is in the positive category.


1990 ◽  
Vol 3 (3) ◽  
pp. 170-180 ◽  
Author(s):  
Ritu Agarwal ◽  
Mohan Tanniru

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