Integrating user centered design, universal design and goal, operation, method and selection rules to improve the usability of DAISY player for persons with visual impairments
“…There were nine intended purposes of the technologies that the projects were developing: communication, daily living, education, employment, health, accessing information, leisure, safety and travel. It is noticeable that the projects that focused on education involved just users with sensory impairments [18,23,28]. The projects that focused on health involved just users with learning disability [37,45].The average size of the user group was 11 (range 1 to 48).…”
Section: Review Methodsmentioning
confidence: 99%
“…One project analysed the strengths and weaknesses of the UCD approach and argued that although it can better address the user needs and preferences it cannot analyse the user requirements and product function in detail, therefore requiring the involvement of additional usability experts [23]. In order to address the weakness of UCD therefore, they integrated the use of Universal Design principles and the GOMS (Goals, Operators, Methods and Selection) model into their approach.…”
Section: User-centred Designmentioning
confidence: 99%
“…Three of the eight studies offered no definition, no references and no rationale for either the hybrid approach or why the hybrid approach might be appropriate to use with their disabled users [20,27,32]. Five studies offer some limited (typically implicit rather than explicit) rationale for adopting a hybrid approach-but not for why it would be appropriate with disabled users [23,24,26,38,47]. For example, Kawas et al talk about the need for a 'holistic qualitative approach' view [24].…”
A comprehensive literature review was undertaken in order to identify design approaches that have been employed with users who have learning disabilities or sensory impairment; the factors that influenced their choices and the extent to which the approaches and techniques adopted were successful. There was a huge variation across the corpus regarding whether a justification was offered for the choice of approach and the extent to which those justifications were supported by evidence. In addition there was a lack of comprehensive evaluation of the design approaches. Technology designers who intend working with users with learning disabilities or sensory impairments therefore currently have little to help them decide which design approach might be the most appropriate or effective.
“…There were nine intended purposes of the technologies that the projects were developing: communication, daily living, education, employment, health, accessing information, leisure, safety and travel. It is noticeable that the projects that focused on education involved just users with sensory impairments [18,23,28]. The projects that focused on health involved just users with learning disability [37,45].The average size of the user group was 11 (range 1 to 48).…”
Section: Review Methodsmentioning
confidence: 99%
“…One project analysed the strengths and weaknesses of the UCD approach and argued that although it can better address the user needs and preferences it cannot analyse the user requirements and product function in detail, therefore requiring the involvement of additional usability experts [23]. In order to address the weakness of UCD therefore, they integrated the use of Universal Design principles and the GOMS (Goals, Operators, Methods and Selection) model into their approach.…”
Section: User-centred Designmentioning
confidence: 99%
“…Three of the eight studies offered no definition, no references and no rationale for either the hybrid approach or why the hybrid approach might be appropriate to use with their disabled users [20,27,32]. Five studies offer some limited (typically implicit rather than explicit) rationale for adopting a hybrid approach-but not for why it would be appropriate with disabled users [23,24,26,38,47]. For example, Kawas et al talk about the need for a 'holistic qualitative approach' view [24].…”
A comprehensive literature review was undertaken in order to identify design approaches that have been employed with users who have learning disabilities or sensory impairment; the factors that influenced their choices and the extent to which the approaches and techniques adopted were successful. There was a huge variation across the corpus regarding whether a justification was offered for the choice of approach and the extent to which those justifications were supported by evidence. In addition there was a lack of comprehensive evaluation of the design approaches. Technology designers who intend working with users with learning disabilities or sensory impairments therefore currently have little to help them decide which design approach might be the most appropriate or effective.
“…Оценка механического времени заключается в разложении действий пользователя на элементарные составляющие и вычислении среднего времени, которое будет затрачиваться пользователем на выполнение задачи. Несмотря на то, что метод KLM-GOMS был создан давно, его модификациями пользуются до сих пор [14][15][16].…”
Section: вк григорьев ас илюшечкин ма овчинниковunclassified
The overall development of information systems and their increasingly significant impact on all areas of the society expressed in such terms as "information society", etc., determines the increasing importance of user interfaces. Moreover, the quality and adequacy of the interface to the tasks of the subject area becomes the determining parameter when choosing a specific organization software product for computer support of the organization. The study of user interfaces involved with the 70s of the last century. Some methods of interface quality research, in particular, the GOMS method is used to date. However, the use of advanced training technology for mass professional users of information systems for the study of interfaces allows to effectively evaluate the interface in the learning process without using the GOMS method. This article is devoted to this issue. The article deals with the method of quantitative evaluation of the quality of the user interface in the form of such characteristics as errors and mental time of the tasks of the subject area. The structure of time of performing tasks of the subject area is analyzed. Mental time is allocated as the characteristic that chiefly determines the usability of the user interface. Mental time is based on the total time of the step, the calculation time at this step, and the mechanical time required for a person to perform an action that causes the step to be performed. It is shown that the use of anticipated training technology of mass professional user can significantly simplify the allocation of mental time by eliminating the time of the task computer. In the structure of time, the mechanical time required for a person to perform an action that causes the step to be performed is essential. In the GOMS method some standard numerical characteristics are used to estimate mechanical time. However, a hypothesis is put forward, and it is experimentally shown that a statistically significant minimum time for performing actions can be used as mechanical time. This hypothesis was experimentally confirmed. The method and results of this experiment are presented in the article. Developed on this basis, the methodology for assessing the quality of the interface can be used when retraining users in the process of transition of organizations to domestic software in order to evaluate the interfaces.
“…La experiencia de CBL se aplicó en un taller de Diseño Centrado en el Usuario (DCU) 13 , basada en la filosofía DCU, que entiende el desarrollo de productos como un proceso interactivo donde las características, necesidades y deseos de los usuarios son el eje [14][15][16] . En el taller participaron estudiantes de carreras de la salud de la Universidad de Concepción y estudiantes de diseño industrial de la Universidad del Bío-Bío.…”
Section: Características De La Experienciaunclassified
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