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Publications

Publications by Tânia Vilela Rocha

2020

Special issue on accessibility and software design for all

Authors
Barroso, J; Lopez, LM; Paredes, H; Puehretmair, F; Rocha, T;

Publication
UNIVERSAL ACCESS IN THE INFORMATION SOCIETY

Abstract

2019

A Web application for learning and training of mouse handling as an interaction device in digital environments

Authors
Rocha, T; Reis, A; Barroso, J;

Publication
2019 14TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)

Abstract
In this article, we present a solution for training the mouse input device handling, in order to improve the users' digital skills. Knowing that the widespread access to the computer and the Internet is still made by the use of traditional devices, such as, the keyboard and mouse device (and these devices does not provide natural interaction between people and technology), it is necessary to train for the correct handling. Specifically, mouse usage requires movement control, hand posture and finger positioning, as well as, precision clicks for different functions (one click, two clicks, drag and click) This training is often done in real interaction situations, that could led to inefficiency of use the digital environments and also user's frustration and discouragement. Thus, using simple and intuitive interfaces and providing a set of activities, we allow users to learn and train the motor coordination and basic movements with the mouse. The main results of the study showed that users had a pleasant experience of interaction, considered the interfaces intuitive and affirmed their availability to use it as a training tool.

2020

Tech-Inclusion Research: An Iconographic Browser Extension Solution

Authors
Rocha, T; Paredes, H; Martins, P; Barroso, J;

Publication
HCI International 2020 - Late Breaking Papers: Universal Access and Inclusive Design - 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings

Abstract
In this paper, we aimed at exploring the use of iconographic navigation to support inclusive and accessible search for Web content through an extension for Google Chrome browser, entitled Extension Icon. Despite Extension Icon was developed to be a solution that allows people with intellectual disabilities to search autonomously using an iconographic navigation, supported by platforms as Vimeo and YouTube, it intends to be an accessible solution for ALL users. Through participatory design, the solution was iteratively developed and with the outcomes it was obtained two versions of this solution. Therefore, in this paper we described the design, implementation and assessment of two Extension Icon versions. Specifically, twenty-eight participants were invited - 18 people with intellectual disabilities and 10 people without of disability - in order to evaluate and participated in the iterative development of the solution. The user preliminary feedbacks showed a major concern regarding the graphical interface therefore it was redesigned to improve and present a more appealing interface. Overall, user tests carried out with the two versions showed and effective, efficient and satisfactory user interaction. © 2020, Springer Nature Switzerland AG.

2019

Using game-based technology to enhance learning for children with learning disabilities: A pilot study

Authors
Rocha, T; Nunes, RR; Barroso, J; Martins, P;

Publication
ACM International Conference Proceeding Series

Abstract
In this paper, it is described a multimedia interactive technology to enhance learning for children with learning disabilities. Developed with a user-centered design philosophy, it aims to present an easy user interaction environment to focus students on learning of reading and/or writing activities. With this purpose, it is described the solution developed and the usability assessment, through heuristics and user tests. The heuristics results revealed some minor problems in the design contents (that will be treated in a second version). However, the user tests showed children performed all tasks with success, not only in the offered time but also with no difficulty. Furthermore, they seemed satisfied and motivated to continue the interaction autonomously. © 2019 Association for Computing Machinery.

2020

A Head Mouse Alternative Solution Proposal for People with Motor Impairments: Design and Usability Assessment Study

Authors
Zengin, HA; Reis, A; Barroso, J; Rocha, T;

Publication
HCI International 2020 - Late Breaking Papers: Universal Access and Inclusive Design - 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings

Abstract
Accessibility is important to include people with disabilities in public life. People with disabilities experience problems in their lives due to products which aren’t designed for them. Addressing these problems is the responsibility of all humanity and the search for solutions should increase. Improving disabled persons’ lives is only possible by applying some rules to product design, such as, improving use-case scenarios. Software solutions must be considered as products in this case. Developing special software programs and upgrading existing solutions to improve the user experience for disabled persons is the obligation of all software developers. Even though the mouse is one of the most important tools, required to access webpages and many other software programs, using it can be a huge problem for people with disabilities, such as, paralysis patients. Therefore, throughout history, different types of methods have been presented as solution. Most of them are not suitable, due to various reasons, like, economic feasibility, mechanic stability and bad designs. In this work, a new method, with more in-built modern and simple technologies, is presented as an alternative to others. To outclass the good economic advantage of its competitors, a limit was set on a low budget webcam and low-tier computer specifications. The Camera tracks the user’s head movements and reacts according to it, using as measurement some metrics about the physiology of human body. Machine learning is used to extract face features and learn the user’s face to determine mouse movements. Machine learning was kept as simple as possible, in order to cope with the low system specification limitations. The main topic of the work is the design and development experience. The solution was tested with a small group of participants and their feedbacks were taken to plan for future improvements. In generally, the users’ comments were good, although some features, such as sensitivity, should be improved. The result of this work will be used to improve the software solution and hopefully will touch the life of people with disabilities. © 2020, Springer Nature Switzerland AG.

2019

LEARNING HOW TO USE A QWERTY KEYBOARD WITH A GAME INTERFACE FOR CHILDREN: A USABILITY PRELIMINARY STUDY

Authors
Rocha, T; Nunes, RR; Martins, P; Barroso, J;

Publication
EDULEARN19: 11TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES

Abstract
In this paper, a game interface for children with learning difficulties designed to enable learning and training the interaction with a QWERTY keyboard, therefore enhancing digital literacy and inclusion, is presented. Specifically, the interface presented writing activities with several difficulty levels, from monosyllabic to polysyllabic words, allowing the training with the QWERTY Keyboard. To assess usability of the interface we performed a preliminary user test with ten children with learning disabilities and it was register the following usability variables: efficiency, effectiveness and satisfaction. The main results showed that children improved their performance with the keyboard throughout the activities but showed spelling difficulties in higher difficulty levels. These difficulties were not in interaction with the QWERTY keyboard but in the word spelling. Still, all conclude tasks with success, no one dropout.

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