Nowadays, mobile applications represent the principal means to enable human interaction. Being so pervasive, these applications should be made usable for all users: accessibility collects the guidelines that developers should follow to include features allowing users with disabilities (e.g., visual impairments) to better interact with an application. While research in this field is gaining interest, there is still a notable lack of knowledge on how developers practically deal with the problem: (i) whether they are aware and take accessibility guidelines into account when developing apps, (ii) which guidelines are harder for them to implement, and (iii) which tools they use to be supported in this task. To bridge the gap of knowledge on the state of the practice concerning the accessibility of mobile applications, we adopt a mixed-method research approach with a twofold goal. We aim to (i) verify how accessibility guidelines are implemented in mobile applications through a coding strategy and (ii) survey mobile developers on the issues and challenges of dealing with accessibility in practice. The key results of the study show that most accessibility guidelines are ignored when developing mobile apps. This behavior is mainly due to the lack of developers’ awareness of accessibility concerns and the lack of tools to support them during the development.
In this paper, we show that the evolution of artificial intelligence (AI) and its increased presence within an interactive system pushes designers to rethink the way in which AI and its users interact and to highlight users’ feelings towards AI. For novice designers, it is crucial to acknowledge that both the user and artificial intelligence possess decision-making capabilities. Such a process may involve mediation between humans and artificial intelligence. This process should also consider the mutual learning that can occur between the two entities over time. Therefore, we explain how to adapt the Human-Centered Design (HCD) process to give centrality to AI as the user, further empowering the interactive system, and to adapt the interaction design to the actual capabilities, limitations, and potentialities of AI. This is to encourage designers to explore the interactions between AI and humans and focus on the potential user experience. We achieve such centrality by extracting and formalizing a new category of AI requirements. We have provocatively named this extension: “Intelligence-Centered”. A design workshop with MsC HCI students was carried out as a case study supporting this change of perspective in design.
This paper presents a patient-centered interaction project of Pepper humanoid robotic therapy applications for children with attention deficit. This new therapeutic methodology was created to support and make therapeutic work more attractive. Pepper comes with a tablet and two identical cameras. The tablet is used to make the patients interact with the application, while the cameras are used to capture their emotions in real-time to understand the degree of attention and any difficulties they may have. The interaction with the tablet takes place through some exercises in the form of games. The exercises performed by the patients are analyzed and combined with the data acquired by the cameras. The combination of these data is elaborated to propose adequate levels of therapeutic activity. This process leads to the digitization of the patients' therapeutic path so that any improvement (or worsening) is monitored and makes Pepper a reliable and predictable technological intermediary for the child. The work was developed in collaboration with a diagnostic and therapeutic center, where it is being tested. By interacting with a humanoid robot, children show greater involvement, which can be explained, according to psychologists, by the fact that a robot is emotionally less rich than humans and the patients feel less fearful.
In this work, we explore the role of augmented reality as a meta-user interface, with particular reference to its applications for interactive fitting room systems and the impact on the related shopping experience. Starting from literature and existing systems, we synthesized a set of nine interaction design patterns to develop AR fitting rooms and to support the shopping experience. The patterns were evaluated through a focus group with possible stakeholders with the aim of evaluating and envisioning the effects on the shopping experience. The focus group analysis shows as a result that the shopping experience related to an AR fitting room based on the proposed patterns is influenced by three main factors, namely: the perception of the utility, the ability to generate interest and curiosity, and the perceived comfort of the interaction and environment in which the system is installed. As a further result, the study shows that the patterns can successfully support these factors, but some elements that emerged from the focus group should be more investigated and taken into consideration by the designers.
The use of Unmanned Aerial Systems, commonly called drones, is growing enormously today. Applications that can benefit from the use of fleets of drones and a related human–machine interface are emerging to ensure better performance and reliability. In particular, a fleet of drones can become a valuable tool for monitoring a wide area and transmitting relevant information to the ground control station. We present a human–machine interface for a Ground Control Station used to remotely operate a fleet of drones, in a collaborative setting, by a team of multiple operators. In such a collaborative setting, a major interface design challenge has been to maximize the Team Situation Awareness, shifting the focus from the individual operator to the entire group decision-makers. We were especially interested in testing the hypothesis that shared displays may improve the team situation awareness and hence the overall performance. The experimental study we present shows that there is no difference in performance between shared and non-shared displays. However, in trials when unexpected events occurred, teams using shared displays-maintained good performance whereas in teams using non-shared displays performance reduced. In particular, in case of unexpected situations, operators are able to safely bring more drones home, maintaining a higher level of team situational awareness.