18/8/15 MIG at ASSETS 2015

Our group will be presenting a poster and demonstration at the SIGACCESS ASSETS conference in Lisbon, Portugal in October. Graham’s demo presents research done as part of the ABBI project.

Issues influencing the Uptake of Smartphone Reminder apps for People with Acquired Brain Injury

by Matthew Jamieson, Marilyn McGee-Lennon, Breda Cullen, Stephen Brewster, and Jonathan Evans


Smartphone reminder applications (apps) have the potential to help people with memory impairment after acquired brain injury (ABI) to perform everyday tasks. Issues impacting the uptake of reminder apps for this group are still poorly understood. To address this, three focus groups were held with people with memory impairments after ABI and ABI caregivers (N=12). These involved discussion about perceptions of, and attitudes towards, reminder apps combined with usability reflections after a walkthrough of an existing reminder app – Google Calendar. Framework analysis revealed six key themes that impact uptake of reminder apps; Perceived Need, Social Acceptability, Experience/Expectation, Desired Content and Functions, Cognitive Accessibility and Sensory/Motor Accessibility. Analysis of themes revealed issues that should be considered by designers and researchers when developing and testing reminding software for people with memory impairment following ABI.

Using Dynamic Audio Feedback to Support Peripersonal Reaching in Visually Impaired People

by Graham Wilson and Stephen Brewster


Blind children engage with their immediate environment much less than sighted children, particularly through self-initiated movement or exploration. Research has suggested that providing dynamic feedback about the environment and the child’s actions within/against it may help to encourage reaching activity and support spatial cognitive learning. This paper presents an initial study suggesting the accuracy of peripersonal reaching can be improved by the use of dynamic sound from both the objects to reach for and the reaching hand itself (via a worn speaker) that changes based on the proximity of the hand to the object. The demonstration will let attendees try the interaction and feedback designs.