2018
DOI: 10.1016/j.ijhcs.2017.09.004
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A user-centered design and analysis of an electrostatic haptic touchscreen system for students with visual impairments

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Cited by 37 publications
(35 citation statements)
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“…In future studies, we could move the touchscreen (as in Boundy-Singer et al, 2017) or guide finger scan speed during experimental trials (e.g., by visual cues or by a robotic arm, Vardar et al, 2016;Gueorguiev et al, 2017;Vardar et al, 2017). The natural variability of finger movements in our study is closer to real-world movements (i.e., non-guided) which is informative from the perspective of using the tablet as a future visual-aid device (Bateman et al, 2018). Informally, the Supplementary Figures suggest that blind, sighted and blindfolded participants explored the touchscreen in a similar way.…”
Section: Discussionmentioning
confidence: 79%
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“…In future studies, we could move the touchscreen (as in Boundy-Singer et al, 2017) or guide finger scan speed during experimental trials (e.g., by visual cues or by a robotic arm, Vardar et al, 2016;Gueorguiev et al, 2017;Vardar et al, 2017). The natural variability of finger movements in our study is closer to real-world movements (i.e., non-guided) which is informative from the perspective of using the tablet as a future visual-aid device (Bateman et al, 2018). Informally, the Supplementary Figures suggest that blind, sighted and blindfolded participants explored the touchscreen in a similar way.…”
Section: Discussionmentioning
confidence: 79%
“…There are spatial limitations using tactile stimulation by electro-static friction. For instance, Bateman et al (2018) showed using the Tanvas touchscreen that the accuracy to locate a small 120-pixel target at one out of 30 possible locations was approximately 70% (although this was still well above chance). Similarly, the current version of the Tanvas touchscreen would not have the spatial resolution to simulate Braille letters.…”
Section: Resultsmentioning
confidence: 99%
“…These challenges are especially important in the field of computer interaction with visually impaired people [14], who are unable to use the common graphical user interface and require specialized assistance [9,12], such as adaptable screen content presentation, screen readers [31], touchscreen systems [7] or specialized Braille languages interfaces [15,16]. One of the key difficulties in this area is establishing technique for proper input and output of mathematical content, such as formulae or equations [25,27].…”
Section: Motivationmentioning
confidence: 99%
“…Drawing upon the individual characteristics of creativity, such as cognitive abilities and style, intrinsic motivation, and knowledge (Woodman, Sawyer, & Griffin, 1993), and the individual's innovation framework, that is their level of confidence, dominance, growth need strength, internal work motivation, creativity and innovativeness, previous success of innovation, and task specific skills (West & Farr, 1989), game designers can incorporate sensory substitution devices to reinforce or support the level of creativity and innovation of the individual within the programming to help facilitate the individual's success within the game experience (Seifi & MacLean, 2017). Instructional and game designers can apply new technological tools into game design in a manner that is adaptable and personalized to help those with visual impairments and various levels of creativity and innovation to operate within the complex organization of the workplace or navigate the physical world (Bateman et al, 2018, Panëels, Ritsos, Rodgers, & Roberts, 2013. Those who are newly blind due to disease or injury have a perception of spatial relationships and potential obstacles within an environment (Dulin & Hatwell, 2006); they have experienced the visual input of stepping off a curb or crossing a street.…”
Section: Individual Differencesmentioning
confidence: 99%