Tagungsband MuC 2024
See proceedings in the digital library of the ACM at https://dl.acm.org/doi/proceedings/10.1145/3670653
Auflistung Tagungsband MuC 2024 nach Schlagwort "Accessibility"
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- KonferenzbeitragFrom Skepticism to Acceptance: On the Dynamics of Elderly Engagement with Mixed Reality(Proceedings of Mensch und Computer 2024, 2024) Sehrt, Jessica; Mbamara, Ebony; Rafati, Mustafa; Schwind, ValentinAs our society ages and technology becomes increasingly omnipresent, the use of Mixed Reality (MR) in private and health-related domains inevitably encounters the older population. This intersection presents unique challenges and opportunities for the integration of MR technology into the lives of elderlies. We conducted a qualitative study (N=7) using think-aloud interviews to gain in-depth insights into the usage of MR devices by elderly people. Using thematic analysis we identified barriers and facilitators for elderly engagement with MR: emotional response, ergonomics and handling, utility, learning competence, and acceptance. Our findings highlight the roles of timing, responsiveness, and skepticism towards the technology, which can act as a deterrent to the participation of elderlies. We contribute with a refined understanding of the elderly’s interaction with MR and recommendations for elderly-centric MR technology adoption.
- KonferenzbeitragI may only be able to sit through 30 minutes": Gaming Sickness and Its Impact on Players' Experiences With Games"(Proceedings of Mensch und Computer 2024, 2024) Chen, Anna; Burtscher, Sabrina; Gerling, KathrinGaming sickness, where players experience dizziness, nausea, or even vomiting while playing video games, is typically viewed through a quantitative lens, limiting our insights into the lived experience of the phenomenon and thus concealing mitigation strategies. To gain a more nuanced understanding of gaming sickness, and to explore possible lanes of future research, we conducted twelve semi-structured interviews with people affected by gaming sickness. Our results show that the experience of gaming sickness is highly individual, with a wide spectrum of symptoms and varying severity. Environmental factors can influence gaming sickness, and many participants have developed individual contextual and game-related coping strategies, which they apply with varying degrees of success. For games to be more accessible to everyone, future work should focus on studying specific triggers, and needs to explore different forms of adjustments so players can tailor games to their individual needs.
- KonferenzbeitragOvercoming the prevention dilemma ? Improving the accessibility of information on support services for families with a digital information platform(Proceedings of Mensch und Computer 2024, 2024) Hemmie, Thilo; Wessel, Daniel; Heine, MoreenTo help ensure children do not suffer when parents are overwhelmed, many countries, including Germany, offer child protective services and family support programs. In Germany, family centers on district-level provide preventative support services. However, the families most in need of their services often face the greatest barriers to accessing these, a situation known as the “prevention dilemma.” A human-centered design process was undertaken, involving family centers and target audiences, to identify and address these barriers. The resulting native app aims to improve accessibility to support services by providing essential information. The evaluation shows the app has a high usability, was well-received by the target audience, and has the potential to mitigate some of the access barriers. This study highlights the importance of accessible support measures for vulnerable families, contributing to improved child welfare.