Essays about: "Blind and Visually impaired"

Showing result 16 - 20 of 28 essays containing the words Blind and Visually impaired.

  1. 16. An accessible grocery store for low vision customers : Human-centered design of a universal shopping solution, with a focus on people with low vision

    University essay from Luleå tekniska universitet/Institutionen för ekonomi, teknik och samhälle

    Author : Johan Pihl; [2018]
    Keywords : industrial design engineering; human-centered design; universal design; inclusive design; grocery store; visually impaired; low vision; user interface design; smartphone; teknisk design; människocentrerad design; universell design; inkluderande design; mataffär; synskadad; synsvag; användargränssnitt; smartphone;

    Abstract : Around one percent of the Swedish population is defined as visually impaired and ten percent of them are classified as blind (Funka, n.d.; SRF, 2017a). A study shows that the prevalence of nearsightedness will increase to around half the population in the world in 2050 (Holden et. READ MORE

  2. 17. GEOVIB : An Application to SupportVisually Impaired and Blind Children inFollowing Geometry Lectures

    University essay from Linnéuniversitetet/Institutionen för medieteknik (ME)

    Author : Julia Schmidt; [2017]
    Keywords : Visually impaired and blind; children; geometric shapes; gure annotation; inclusive classroom; android application; accessibility of visual information; HCI;

    Abstract : Inclusive education has increased in popularity over the last two decades. Inclusiveclassrooms consist of children from diverse backgrounds and with variousimpairments, with special educational needs. Children with special educationalneeds in vision require assistive tools to access visual information. READ MORE

  3. 18. Braille Hero : Feedback modalities and their effectiveness on alphabetic braille learning

    University essay from Högskolan i Skövde/Institutionen för informationsteknologi

    Author : Marcus Hellkvist; [2017]
    Keywords : visually impaired; braille; serious games; tactile feedback; auditory feedback;

    Abstract : Braille literacy is an important and vital part of visually impaired and blind peoples’ everyday lives. The purpose of this paper was to evaluate different feedback modalities used in a smartphone game and analyze their impact and effectiveness on alphabetic braille learning. In this study, three different modalities were used and tested. READ MORE

  4. 19. Designing educational programming tools for the blind: mitigating the inequality of coding in schools

    University essay from Malmö högskola/Fakulteten för kultur och samhälle (KS)

    Author : Clarissa C. De Oliveira; [2017]
    Keywords : Interaction Design; Accessibility; Co-Design; Blindness; Visual Impairment; Coding; Computer Programming; ICT Education;

    Abstract : This design-based research provides design considerations for developing educational tools for teaching programming to blind primary schoolers, as an effort towards more inclusive classrooms, given that the tools available today are not accessible to these students. Existing tools were analyzed and tested, and co-design practices were applied in exploring ‘instructions’ as a main logic operation for computer programming, through experimenting with diverse types of interfaces, having visually impaired participants at the center of the process. READ MORE

  5. 20. A participatory approach to the development of specifications for a 3D puzzle for visually impaired and sighted users

    University essay from KTH/Maskinkonstruktion (Inst.)

    Author : VASSILIS ALEXANDRAKIS; [2016]
    Keywords : Participatory design; 3D puzzle; 3D map; tactile map; visually impaired; blind; scenario based product design; focus group; universal design; usability testing.; Participatory design; 3D pussel; 3D kart; taktil karta; synskadad; blind; scenariobaserad design; fokusgrupper; universell design; utvärdering av användarvänlighet; användbarhetstest.;

    Abstract : Det finns begränsad tillgång till pussel för personer med synfel (inklusive blinda personer). För att undersöka behovet av potentiella användare i 3D kartpussel och identifiera deras preferenser, behov och krav, användes en kvalitativ metod som på engelska kallas ”participatory design”. READ MORE