Este artigo demonstra a produção e validação da ferramenta Ensinando Lógica para Inclusão de Surdos (ELIS). O software citado deve estimular no processo de ensino-aprendizagem de alunos surdos que se encontram matriculados na educação básica II. Além do mais, utiliza-se a coleta seletiva como o objetivo principal para o ensino da lógica de programação e sua sequência de passos. O desenvolvimento do software seguiu as etapas primordiais da engenharia de software, como a elicitação de requisitos, prototipação, codificação e teste. A coleta de dados com usuários e validação da ferramenta foram realizados nas escolas de ensino fundamental do município de Castanhal, localizado no estado do Pará e tiveram resultados satisfatórios, pois os alunos conseguiram realizar as fases propostas.
O acúmulo de lixo é um grave problema para a saúde da população e o meio ambiente. Deste modo, o presente trabalho tem como objetivo verificar as dificuldades e necessidades dos sujeitos que estão incluı́dos no processo da reciclagem, para desenvolver uma aplicação web que promova a educação ambiental e possibilite o descarte adequado dos resı́duos recicláveis. A partir dos resultados, verificou-se que muitas pessoas não dispõem de tempo para levar o material até uma cooperativa de reciclagem ou não conhecem as alternativas para disposição dos resı́duos recicláveis. Nesse sentido, desenvolveu-se uma plataforma web utilizando os padrões DAO e MVC, na qual os usuários podem realizar e atender ofertas ou pedidos de materiais recicláveis.
Software accessibility promotes the inclusion of people who would otherwise not be able to access such computer systems. This access has become increasingly important as we progressively favor digital alternatives to services such as banking, entertainment consumption, study, work, and shopping. This work objective was to understand the experience of Brazilian software developers regarding accessibility, how it has been implemented in projects they develop in the organizations in which they work, and the challenges involved in doing so. We interviewed 15 Brazilian software developers and then analyzed the interview transcripts from a qualitative perspective. The results indicate that, although developers understand accessibility and recognize its importance, there is a lack of the technical and theoretical knowledge necessary to develop accessible software. They also show that the organizations they work for neglect accessibility due to increased cost and development time.
The popularization of digital games reaches a wide diversity of audiences and styles, but often do not take into account the accessibility context, which excludes a portion of the population, such as children with disabilities. There are studies presenting games with customized interaction options; however, generally thought for specific disabilities. The purpose of this research is to investigate customizing characteristics in games, allowing a specialized professional to tailor the game to a specific patient during their session. For this, we conducted a review of the literature on adaptable games and an empirical study where we investigated three games that were developed and tested with healthcare professionals specialized in the care of children with disabilities. The results generated a set of customizable features for adaptable games.
Accessibility in computing, when well applied, allows for the inclusion of users and the breaking of barriers in the interaction process. However, approaches to support accessibility validation are commonly unknown or ignored. The goal of this study is to understand accessibility issues considered in the software development process. This understanding is the basis for overcoming existing challenges. We want to find out why software developers disregard accessibility issues to research how to minimize this problem. We can find research papers addressing specific accessibility issues, such as mobile or web systems, but not broadly covering these issues. This research has carried out a systematic literature mapping, a questionnaire with people involved in the software development cycle, and a mapping of tools for automated accessibility tests. These three ways of collecting data help get information about accessibility issues in different but still related contexts. The results indicate that although there are approaches to support developers, the tools are still limited regarding the type of platform, type of disability considered, or accessibility guidelines applied. In addition, tools are often focused on evaluation after software development, which makes the adjustment process more costly. The study's theoretical contribution is that accessibility rarely appears as a requirement in the early stages of software development. Despite recognizing its importance, according to the data collected, accessibility supposedly should be an intrinsic feature of the software, sometimes ignored by the development team for a set of reasons. Finally, the social contribution of the study is aimed at identifying the reasons why accessibility concerns are overlooked. With the identified problems, we can propose solutions such as training conscientious professionals with adequate knowledge in human-computer interaction to work in the software development process.
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