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Do you see what I see? - To be, or not to be, equal when
perceiving the digital universe
Rui Raposo (raposo@ca.ua.pt)
Department of Communication and Arts
University of Aveiro - Portugal
Abstract
A blank sheet of paper seems to help us in our reflective
actions. Nothing exists before it, there isn’t a need to
follow anyone’s steps or ideas, we hold before us a
container for our own ideas possible of description in words,
phrases, or drawings. This is how I see that blank piece of
paper, how do you see it? Your perception probably might not be
so different from my own, but it is still different. This has
everything to do with what perception is all about. It definitely
differs in many aspects between two individuals, but it probably
comes across as similar to a larger numbers of observers.
Ergonomic issues come as essential when conceiving multimedia
applications. Discussions on colours, images, icons, language
(verbal and non verbal) are often held aiming at a total, or at
least, nearly total satisfaction of the individuals needs and
wills when using the program. The main question here is to what
extent are we satisfying a majority and leaving out a minority.
To what point is it known, and scientifically proven that people
with severe mental retardation share the same response to, for
instance, the colour red as someone without any mental
retardation what so ever? If visual perception and interpretation
does differ between individuals with and without severe mental
retardation, there is much to be learnt towards the correct
conception of multimedia applications for people with this kind
of special need.
I will be presenting a preview of some of the work I’m
developing in my post graduate studies on visualisation of the
digital world by people with severe mental retardation.
Context
The development of our society, the so-called information
society, guides us at a first level, to its comprehension as an
open system in order to understand the importance of the
accessibility of new technologies for all. The approach to this
matter while exploring the analogy to biologically natured open
systems enables us to identify various pieces of a greater
puzzle. We are able to identify human community occupied spaces
as the environment. The human beings as the subsystems which
co-ordinate their activities among themselves in order to achieve
solid points of equilibrium that if altered, due to the emergence
of new inputs, contain the ability to readjust to new levels of
equilibrium favourable to the survival of the system. Finally it
is possible to identify inputs and outputs of the system, which
in their core are information and communication actions.
Through the analysis of society in this metaphorical manner it
is possible to conclude that the partial or total non-supply of
inputs, in this case information, to an individual which belongs
to the system will lead him or her to an inefficient playing of
his role as a sub-system. Due to this, the citizen will not
contribute with outputs which will benefit the other sub-systems,
the global system – in this case the information society
– and he will possibly influence in a negative way, his own
functionality.
There are various bridges that can be built between the open
system metaphor and the issue of accessibility of people with
special needs to multimedia applications conceived correctly for
them. A correct comprehension of the relationship between these
two margins may be achieved when taken into mind the following
chain reaction, which begins at the individual/sub-system level
and evolves onto a wider system level:
The individual human being when interacting with communication
and information new technologies of correctly adapted to his or
her needs discovers a new media with purposes, which may go from
entertainment and leisure areas to the simple expression of ideas
and feelings. The discovery of this new way of having fun and
communicating with others may help the improvement of his or her
auto-esteem and the feeling of well being. This improvement of
equilibrium at the individual level and the emission of positive
outputs, interpreted by other systems as positive inputs, will
contribute to the improvement of the relationship between the
individual and the other sub-systems as well as the
individual’s active role as a society member. If we take
into example people with special needs, we are able to identify
family and friends as the sub-systems, which will be directly
influenced by this gain of effectiveness by their loved ones and
friends. The last stage of equilibrium looked for is the global
systems, in this case the information society. The improvement of
its member’s efficiency enables the global system to
experience a close to perfect equilibrium existence. Through this
it becomes easy to identify the importance of the need for the
correct adapting of new technologies for people with special
needs. However, this adapting process is not at all a
straightforward one. There is a need to deconstruct the media in
order to understand each one of its components separately. It is
not a case of simply just adapting the hardware or the software.
The contents of the application and the manner in which they are
presented must also be carefully analysed.
My work has mainly to do with the study of visual stimuli used in
the conception of multimedia applications for people with sever
mental retardation. I emphasise on the colours that are just one
of the many pieces of the puzzle. One of the main problems one
might come across while studying visual stimuli and their effect
on people with mental retardation has to do with the scarce
existence of means and tools capable of helping the analysis of
this sort of stimuli. If we add to this the fact that the
existing tools have nothing, what so ever, to do with new
technologies, the whole study becomes more and more complicated.
The present exercises, which comprehend the use of, coloured
cards, building blocks and paper supported questionnaires, lack
the link towards modern society and the use of computers in
research studies. In a society in which we are constantly made
aware of the need to co-operate in the implementation of a
horizontally levelled information society, new technologies used
in communication actions must be subjected to an analysis phase.
Its content must be deconstructed and adapted to the real needs
of people who are sometimes left behind or set aside from
society’s progress plans. However, these two analysis
actions – deconstruction and adaptation – are not
easy tasks to undertake.
Our first challenges to overcome are not the negative attitude
of people that will use the computer or electronic device, but
instead of the people who will, in some way, help them use it. In
some cases the people who decide the inclusion, or not, of new
technologies in the working or leisure activities of schools and
institutions are the first to close the door to progress.
Fortunately they are a species seconds away from extinction. The
second problem faced is the lack of computer applications
correctly conceived for people with special needs. This is yet
another problem that gradually has evolved into a better scenario
thanks to organisations such as Closing the Gap and companies
such as Intellitools. There is no point in bringing the computer
into the classroom if it does not present itself as a improvement
to the education program or if it just something left lying
around and never used. These new technologies must be adapted to
help the user focus on the exercise or the message and not the
machine. In order for this to work we must put the user in the
centre of our creativity universe working towards what he or she
wants and needs. A handicap, on it’s own, may not be a
barrier to the adapting of an individual to an environment or
situation. As long as that same environment is related to or
adapted to his or her identifiable characteristics, there is no
reason not to believe that an individual can not undertake
various tasks with acceptable success [Sternberg & Spear85].
The goal of contributing to the task of deconstructing the
information and helping to identify optimised information for the
conception of multimedia applications for people with severe
mental retardation led me to the design of a interactive system
for research on visual stimuli. Initially the focus point of the
research is set to be colour, but the plasticity of the system
will allow in the future the crossing into other research
subjects. These might be other types of visual stimuli (imagery,
animation), sound stimuli or the association of two or more
stimuli and the study of the subsequent response from the user.
The interactive system has been called Tic-Tac-Touch.
Tic-Tac-Touch
How do you create a computer application to be used by people
with severe mental retardation, which will allow you to gather
information on their preferences towards colours? This is a
pretty complicated question to answer. Maybe the first thing to
do is observe the target audience we intend to reach out and
touch and find out what "makes them tick". Occupational therapy
is a great reference on this issue. Years of work have helped
professionals in occupational therapy to identify activities
suitable for people with specific special needs. Why not ask
them? This is the point where trans-disciplinary efforts start to
take place. Through several conversations with occupational
therapists from PACP (Portuguese Association for Cerebral Palsy)
we were able to identify finger painting as a common activity
which might be successful in a computer-mediated context. This
activity seemed to present a world of possibilities in terms of
interaction and information on colour preferences. The next stage
was to convert finger painting into a metaphor capable of being
translated onto a computer screen and through a computer based
system. The spawning of this metaphor may be divided into three
main steps [Erickson96]:
Functional definition
The first step was to identify the market and budget available
technological resources for this study. There was also a careful
study concerning the technological limits and the optimised use
of those same resources.
Identification of the habits and needs
Hypothetical patterns of possible habits and needs were drawn-up
including the changes derived from the shifting of an activity
from the real world onto an abstract touchscreen environment.
Metaphor generating The final step was to translate into a
touchscreen dependent exercise the real life finger painting
exercise. The details of this translation and further details on
the finger painting program and the Tic-Tac-Touch interactive
system are described through out this paper.
This digital finger painting application presents itself as a
junction of the research effort on multimedia applications for
people with mental retardation and the conception of these sort
of programs. This means that in spite of the research aspect of
the application, it is still usable in non-research contexts such
a leisure and creative activity in occupational therapy sessions.
The research aspect of the activity must not be put aside for it
might give us some very important information on the colour
preference patterns in users with severe mental retardation.
Tic-Tac-Touch - The workstation
The finger painting metaphor used as the initial exercise for
this project is basically a task where the user chooses a colour
from a palette on one screen and finger-paints on an empty piece
of white paper, in this case an empty white screen. The
Tic-Tac-Touch system is not a computer application but a
comfortable workstation. It is not only adapted to the users
interaction and intellectual needs, but also for his physical
needs or impairments. An example of this last point is the
concern for accessibility for people in wheelchairs. The system
will be described based on the use of the finger painting
exercise.
The Tic-Tac-Touch workstation when using the finger painting
application is divided in 4 major components:
1-The colour palette
This touchscreen monitor (15"), in the finger painting exercise,
simulates a colour palette from which the user may choose the
colour he or she wants to paint with. There are six different
colours available on the palette screen: red, green, blue, a dark
brown, a light yellow and a florescent colour. The presence,
saturation, brightness and position of these colours are
subjected to changes throughout the research activities. These
changes strongly depend on the patterns of behaviour identified
in the user. The computer application has a semi-intelligent
reading ability to test the user if certain tendencies are
identified. Some of the tendencies analysed are, for example,
persistence in using a certain colour or no use at all of a
colour. A more extensive explanation of the semi-intelligent
character of the program is given further on in this paper. The
colour palette is positioned on the right side of the user,
however if needed, the monitor position may be changed to fulfil
the ergonomic needs of a left-handed user.
2-The canvas
The canvas is essentially another touch screen but bigger than
the colour palette one (19"). It works as the users blank piece
of paper where he will finger paint. The digital canvas
represents as close as possible the drawing that would result
from a real life finger painting session with the same colours.
Except for one detail. The colours will not be mixed as in real
life. The digital canvas will be positioned on the left of the
user but, yet again, if needed, it may be relocated on the right
side of the user.
3-The table
The table upon which the two touchscreens are located is
ergonomically designed according to some identified needs in
possible users. Some of those ergonomic adjustments are:
Table top special design to enable comfortable access for people
in wheelchairs; Table top cushioning to allow a comfortable
position for who decides to lean on the table; Physical barrier
supports for users with sudden non-controlled arm movements. 4 -
The switch-lock monitor locator (not represented in the figure)
The two touchscreens are positioned in a switch-lock monitor
locator mechanism in the table at an adjustable 45º angle.
This mechanism will allow the manipulation of the monitor
location (left or right side of the user) and its position.
The non-present observer
The gathering of information for statistical analysis is possibly
one of the most complicated tasks when doing research with people
with mental retardation. The traditional method of compiling data
for after exercise analysis would be what you might call, the
three P method. Pencil, paper and patience. The researcher would
observe the user and take down notes on the users actions. If
needed he would time the users reactions and responses. In
well-detailed scenarios the researcher would even have a data
sheet with multiple choices ready to be ticked. And last, but not
least, the researcher would have to have a great deal of patience
to input all this data into a computer for analysis purposes and
information backup. With the correct use of new technologies in
the research field we are able to overcome a great deal of these
set backs. If we pass on to the computer the responsibility of
"taking down notes" we will be able to free extra time for other
tasks and even increase the number of users involved in the
study. The user will be confronted with the non-existence of an
observer taking down notes, which would in many cases inhibit his
behaviour. This will allow him do interact naturally with the
system without having the impression that he is being watched or
tested. Further more the internal real time and second precise
annotation of the users actions will increase the number and
precision of interaction related data saving it in an already
digital format re-usable in work sheet programs such as Excel.
Information gathered
All of the users actions are registered internally while he
interacts with the system, but what sort of information are we
talking about? In this specific case, the finger painting
exercise, there are two main groups of data referring to the user
and his interaction patterns. The first group of information is
essentially related to the user identification and the exercise
session reference. Generically this group includes:
- User name
- His or her friends name (the friend might be a family member,
a occupational therapist or a teacher)
- The number of the session (1st, 2nd, 3rd, etc)
- Date of the session
- Where it took place
The second group of data that will be gathered in the finger
painting exercise includes the following information and
represents the appropriate metrics to evaluate usability issues
correlated to user behaviour:
- A list of the colours which were used
- The order in which they where chosen and used
- For how long was each colour used
- How many times each colour was used
- The percentage of each colour in the final drawing
- The dominant location of each colour (corners, centre, left
side, right side, top, bottom)
- The identification of the colours which were not used.
- The final draft of each session may be filed either on paper,
by printing out the session sheet, or digitally, by saving the
session file as a simple text file.
Testing and adapting
The use of software must be a dynamic relationship where the user
adapts his or her behaviour to the applications mainframe
interaction pattern. If this dynamic relationship becomes
bilateral, and the software adapts itself to the users
interaction patterns, the analysis of these adaptations will
allow us to identify some of the users preferences and habits.
The finger painting exercise does not adapt itself to the user
but instead reads his interactions and if a certain action
occurs, and if it exists in a predicted list of situations, then
the application will take a pre-defined action in response. The
telematic services must achieve levels of plasticity dependent of
the flexibility of the individual using it. Only with this
bilateral relationship will it be possible to optimise the
adaptation of the service to the user behaviour patterns [Almeida
et al99]. Some of the pre-defined actions are:
The relocation of the colour in the colour touchscreen (the
application tries to test if the influence factor in the choice
of the colour is its location); The manipulation of the colours
brightness and saturation levels (the application tries to test
if the influence factor in the choice of the colour depends on
its brightness or saturation); The exchange of a colour, which is
rarely used or not used at all, by another colour (the
application tries to test if a new colour will interest the user
more than the former one). For instance, if the user has applied
the colour red in more than 50 percent of each drawing for the
last 10 painting sessions, then the program will analyse possible
responses for this type of behaviour – the dominance of the
same colour in more than 10 sessions. A possible response may be
the exchanging of the colour red by another colour, its
relocation in the colour palette touchscreen or even the
manipulation of its brightness and saturation. After probably 20
or 30 painting sessions the information gathered will give us an
idea of which colours should be set aside as individual visual
stimuli for future testing.
The target users
The analysis of the data gathered from the various painting
sessions is also used as a correlation factor between the several
target user groups involved in the research effort. Although
users with severe mental retardation form the main target group,
they may be divided in two groups that differ in the following
aspects:
- Chronological age
- Intellectual age previously identified
- Gender
- Social level
- Technological empathy
The correlation study includes a number of users between 20 and
50. The crossing of the data from their finger painting exercises
will possibly result in the identification of a mainstream
behaviour in this target group regarding tendencies and
preferences in screen projected colours.
Final considerations
The Tic-Tac-Touch system and the finger painting exercise have
already passed the idealisation phase and are now stepping into
the implementation phase. As a very important tool for research
in my PhD studies, the whole system is expected to be up and
running at the end of this year. Afterwards it will be used in
sessions in various schools and institutions with potential users
that may, by there profile, be included in our target group.
Results from these sessions and the outcome of the analysis of
the data gathered from them are expected to supply us with ideas
on which path to take on the use of colours in multimedia
applications for people with severe mental retardation. The
colours, which are identified as being generally preferred by the
target group, will afterwards be used in simple multimedia
applications. These programs will serve as beta testers for
optimised colour palettes identified in the finger painting
exercise.
Assuming the primacy of the user, understanding him and giving
him the opportunity to use these new technologies should be our
corner stone philosophy which will dictate the success, or not,
of this study and the accuracy of its results [Redmond-Pile95].
We are living an era where the user is no longer labelled as the
final owner of a product or service. The user must instead be
understood as an active voice in the processes of creation and
implementation of those same products and services. He must be
the first to indicate the weaknesses and the strengths in tools
created for his own use. Only through the true adoption of this
dynamic development attitude will we be able to give the
expression - information society for all – a true and
global meaning.
References
[Sternberg & Spear85] Sternberg, R.J.&Spear, L.C. (1985)
A thriarchic theory of mental retardation. In: "International
Review of research in Mental Retardation", vol. 13, New York:
Academic Press, pp 301-326.
[Erickson96]:Erickson, Thomas D. (1996) Working with Interface
Metaphores. In "The art of human-computer interface design",
edited by Brenda Laurel: Addison Wesley
[Almeida et al99]. Almeida, Margarida ; Raposo, Rui ; Silva,
Lídia Oliveira ; Antunes, Maria João ; Almeida,
Pedro ; Abreu, Jorge T. Ferraz de (1999) Understanding the user,
his role and participation in the development of telematic
service: transversal research efforts in the Department of
Communication and Arts. In ICPPIT 99-International Conference on
Public Participation and Information Technologies, Lisbon
[Redmond-Pile95] Redmond-Pile, David; Moore, Alan, (1995),
Graphical User Interface Design and Evaluation, London: Prentice
Hall;
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