scholarly journals The Costs and Benefits of User Input in Design Process: A Practical Guide for Assistive Technology Device

2014 ◽  
Vol 111 (3) ◽  
Author(s):  
Young Mi Choi
Author(s):  
Birgitta Cappelen ◽  
Anders-Petter Andersson

Technology has potential for improving the lives of persons with severe disabilities. But it’s a challenge to create technology that improves lives from a person’s own perspective. Co-design methods have therefore been used in the design of Assistive Technology, to include users in the design process. But it’s a challenge to ensure the quality of participation with persons with significantly different prerequisites for communication than ourselves. It’s hard to know if what we design is good for them in the way they themselves define it, in a communication situation, which has to be significantly different than traditional co-design. In this paper, we present a new approach to co-design with persons with severe disabilities. We call this process “trans-create”, based on the creative translation we use when translating between cultures. We found that by using familiar artifacts that could be added and removed in the co-design process, we had a language for communication. By adding a personalisable digital layer to the artifacts, we could adapt, scale and redesign both tangible, visual and sound qualities in the situation dynamically. For example, by making it possible for the user to choose and activate a pink music cover card (RFID) that turns the lighting of the entire room pink and changes the music. This implies changing the distinction between designer and user, between the design process and the use process, and the view of what we create during a co-design process. That is why we have chosen to call this process “trans-create”, instead of co-create, what we create for “living works”, instead of design, a hybridisation between design and use, process and result.


2011 ◽  
pp. 516-538
Author(s):  
Chris Halaska

This chapter provides a case study of the development of an Internet-based budgeting tool for the Seattle Public Schools, known as the Budget Builder. In particular, I describe the ways in which community participation affected the design and final outcome of the system. The Budget Builder project was unusual for a technical project because of its major focus on community participation. Although participation was stymied to some extent, the project can be seen as a success for community access. In the case study, I summarize the use of the Budget Builder over its first two years; describe the community participation and user input present in the design process; examine the social structure surrounding the Budget Builder, especially the division of power among the three main groups working on the project, and how those power relationships affected the final version of the project; and discuss some technical issues that appeared during the course of the project.


2003 ◽  
Vol 18 (2) ◽  
pp. 23-34 ◽  
Author(s):  
Janice Neibaur Day ◽  
Dixie Snow Huefner

This paper provides an analysis of federal policy, legislation, and adjudication related to assistive technology for students with disabilities. The authors review the expanded mandate for assistive technology in IDEA 1997 and its implications, including associated costs and benefits of assistive technology. Recent federal court decisions, hearing decisions, and Section 504 rulings that address assistive technology are discussed. School district responsibilities are explored, and recommendations are offered to special education professionals and parents who have children who may benefit from assistive technology devices and services.


2013 ◽  
Vol 3 (2) ◽  
pp. 119-127 ◽  
Author(s):  
Leo Galway ◽  
Sonja O’Neill ◽  
Mark Donnelly ◽  
Chris Nugent ◽  
Sally McClean ◽  
...  

2019 ◽  
Vol 12 (2) ◽  
pp. 11-20 ◽  
Author(s):  
Joyce Durham ◽  
Ann Kenyon

Purpose: The purpose of this article was to explore how different types of mock-ups are being used in the healthcare design process and present a methodology framework for the process. Background: Historically, physical mock-ups have been used in healthcare design primarily to test construction techniques. Although this historic use of mock-ups assisted the design team in decision-making, newer forms of mock-ups have evolved that expand the input provided into decision-making. These newer techniques, rapid prototyping, early build-out, virtual reality, and enhancements to the traditional physical mock-up focus more on challenging the functionality of the space, testing new operational concepts, and increasing user input. Method: This methodology article utilized five case studies in which different types and combinations of mock-ups were used in the design process and then, the methodology compares the realism, immersion, and testability of each mock-up technique. Results: For each mock-up type, the case studies described the purpose of the technique, the advantages and disadvantages, the most appropriate phase for its use in the design process, the estimated cost, and the process logistics. These components are compared to assist in developing a methodology for a variety of design situations. Conclusions: The findings related to different mock-up techniques are a valuable tool for healthcare design teams to use in selecting the most appropriate mock-up technique and the proposed methodology will assist in executing the mock-up process.


2002 ◽  
Vol 14 (1) ◽  
pp. 21-29 ◽  
Author(s):  
Jane Seale ◽  
Claudine McCreadie ◽  
Alan Turner-Smith ◽  
Anthea Tinker

Author(s):  
A. Çöltekin ◽  
J. Hempel ◽  
A. Brychtova ◽  
I. Giannopoulos ◽  
S. Stellmach ◽  
...  

Geographic Information Systems (GIS) are complex software environments and we often work with multiple tasks and multiple displays when we work with GIS. However, user input is still limited to mouse and keyboard in most workplace settings. In this project, we demonstrate how the use of gaze and feet as additional input modalities can overcome time-consuming and annoying mode switches between frequently performed tasks. In an iterative design process, we developed gaze- and foot-based methods for zooming and panning of map visualizations. We first collected appropriate gestures in a preliminary user study with a small group of experts, and designed two interaction concepts based on their input. After the implementation, we evaluated the two concepts comparatively in another user study to identify strengths and shortcomings in both. We found that continuous foot input combined with implicit gaze input is promising for supportive tasks.


Sign in / Sign up

Export Citation Format

Share Document