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Stories from the GReAT project
Participatory Design
Abi Roper Division of Language and Communication Science
Department of Human Computer Interaction Design City University London
Talk Outline
� What is Aphasia?
� Participatory Design
� The GReAT Project � Overview � Overcoming challenges to the typical design
process � Lessons learnt – aphasia accessibility � Outcomes and implications
#HCID2013
What is Aphasia?
� Language difficulty affecting around one third of people who have had a stroke
� Difficulty finding words and constructing sentences
� Difficulty understanding words and sentences
#HCID2013
What is Aphasia?
#HCID2013
Video example
Aphasia - prevalence � About 250,000 people living with aphasia in the
UK (Speakability, www.speakability.org.uk)
� Approximately 45,000 new cases each year (Office of National Statistics, 2001)
� “Aphasia affects about one million Americans [..] and is more common than Parkinson's Disease, cerebral palsy or muscular dystrophy. More than 100,000 Americans acquire the disorder each year. However, most people have never heard of it.”(National Aphasia Association, USA)
#HCID2013
Participatory Design
“… the direct involvement of people in the co-design of things and technologies they use.”
(http://pdc2012.org/about.html)
#HCID2013
Methods include
• Participant talk describing what a person is doing as they are doing it • Role-play • Work involving detailed written material • Work involving abstracted ideas
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The GReAT Project (Gesture Recognition in Aphasia Therapy)
Aim: to develop a computer-based gesture therapy tool using participatory design methods
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Naturalistic “Camera” Gesture
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Tanya
Stroke: 9 years ago Technology: Skype, Facebook Language: Short sentences spoken. Reading difficult
Tom
Stroke: 3 years ago
Technology: some email
Language: Single words and phrases
Ann
Stroke: 24 years ago Technology: no computer or mobile phone use Language: Single words spoken. Good spoken understanding
Martin
Stroke: 3 years ago Technology: no computer or mobile phone use Language: One or two words spoken. Difficulties understanding
Sarah
Stroke: 3 years ago Technology: iPhone, Wii Language: Short sentences spoken. Reads single words
Participants
Participants
Sam
Technical Researcher and Software Developer Experience: Gesture recognition, computer vision, machine learning
Julia
Human Computer Interaction Researcher Experience: Innovations in healthcare technology, augmented communication for people with cerebral palsy
Abi
Speech and Language Researcher Experience: Speech and language therapy, computer therapy applications in aphasia
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Methods
Participatory workshop series including 2/3 people with aphasia and 2/3 researchers Absent • Participant talk describing what a person is doing as they are doing it • Role-play • Work involving detailed written material • Work involving abstracted ideas
Present • Strong focus on hands-on methods • Multiple concrete examples
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Challenges to the typical design process
and possible resolutions
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Session Structure
1. Introduction to scheduled activities
2. Round table gesture activity
3. Demonstration of technology
4. Trial use of technology by one consultant followed
by interview at computer
5. Tea break
6. Trial use of technology by remaining consultant(s)
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Language Difficulties and the Design Process
Challenge • Eliciting detailed responses to materials
Resolutions • Careful material choice • Adjustments to activity structure • Additional time provision
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Abstraction of Information and the Design Process
Challenge • Comprehending and making projections about imagined / abstract scenarios
Resolutions • Provide multiple concrete examples • Carry out discussions in situ • Avoid use of highly abstracted ideas
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Information Retention & Retrieval and the Design Process
Challenge • Reflecting and commenting on activities from the recent or not-so-recent past
Resolutions • Provision of structured interview • Recall carried out directly after activity • Recall/commentary facilitated by demonstration
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� Video of participatory design
Distractions and the Design Process
Challenge • Maintaining the necessary focus to access and feed back upon ac5vi5es
Resolu-ons • Ac5vi5es carried out one par5cipant at a 5me • Background distrac5ons kept to a minimum • Filler/rest ac5vi5es provided (tea breaks!)
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How to overcome design process challenges
� Time � Demonstration / Interaction � Concrete examples � Simplicity
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Outcomes for Participants with Aphasia
Tanya
Improved confidence
Liked working with a speech and language therapist who understood her aphasia
Tom
Having people with aphasia involved in design “was good.”
Ann
Enjoyed the sessions – specifically the gesturing and games
Martin Improved confidence: “…there, and there, and there”
Sarah
Improved gesturing Sometimes frustrating working with those less able to communicate
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Outcomes for Participants with Aphasia
All reported that they had been listened to and their opinions taken into account All reported that they would take part in something similar again
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Lessons Learnt
Aphasia Accessibility
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The Prototype - GeST
OK
← →
1. Consistency #HCID2013
2. Simplicity
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Lessons from the GReAT project
1. Consistency 2. Simplicity 3. Rewards
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4. Individual Differences
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5. Poten5al of Gaming
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Lessons from the GReAT project
1. Consistency 2. Simplicity 3. Rewards 4. Individual Differences 5. Potential of ‘Gaming’
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Outcomes from the GReAT project
Therapy tool has since been used with 10 people in their homes Establishment of further projects involving people with aphasia in the review and development of technological applications
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Implications
Possible to include people with aphasia in a participatory design model
The choice to do so informs both choice of methods and ultimate design
Critically, the process empowers the user group
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Thank You
Website: www.soi.city.ac.uk/great
Vimeo: www.vimeo.com/aphasiatech
Email: [email protected]
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