
In Indonesia, the Deaf community communicates fluently in Bahasa Isyarat Indonesia (BISINDO), but the hearing population's near-total lack of BISINDO knowledge creates a one-sided communication barrier, and conventional assistive technologies place the burden of accommodation on Deaf individuals. This study explores the inverse approach, building BISINDO competence in hearing audiences, and asks whether entertainment design rather than instructional design can engage hearing people who lack practical reasons to learn sign language. We designed SignQuest, a turn-based role-playing game in which BISINDO gestures captured by a standard webcam serve as the primary combat input. The design draws on motor-learning principles favoring production-based practice with graded feedback, and on the structural replayability of the RPG genre. We conducted a formative mixed-methods study with 47 BISINDO-naïve hearing players, combining a post-session experience questionnaire, an in-session recall assessment, and 141 open-ended responses analyzed thematically. Players executed gestures as game inputs (median 90/100; 47.8
The Internet has transformed the way we access healthcare and information, yet barriers to digital inclusion remain for persons with disabilities. Web Content Accessibility Guidelines (WCAG) promote equitable digital access for persons with disabilities, however, guideline adherence is inconsistent, and standards do not fully address the needs of individuals with communication disabilities. This study aimed to investigate whether high-use Australian health and government websites meet: (1) minimum (WCAG 2.2 Level AA) and comprehensive (WCAG 2.2 Level AAA) web accessibility standards, and (2) Novel Level of Success Criteria for persons with aphasia (communication disability). Eleven Australian healthcare and government websites were selected based on usage. The homepage and one internal webpage of each website were evaluated using Accessible Web RAMP™. Each website was assessed for: (1) compliance with WCAG 2.2 Level AA and Level AAA standards, and (2) performance against Novel Level of Success Criteria for persons with aphasia. At WCAG 2.2 Level AA, 7 (64
Online reviews capture diverse users’ purchasing and usage experiences, reflecting their concerns and emotional reactions. Focusing on smartwatches for older adults, young adults, and children, this study collected online reviews and applied topic modeling to identify review‑derived evaluations from users and purchasers, rather than obtaining direct measurements of all end‑users’ real‑world experiences. Sentiment analysis was conducted to examine the emotional valence and intensity associated with these concerns. Regression models and the ENNM-enhanced Kano model were adopted to explore the associations between review-derived product attributes and satisfaction ratings. The results revealed that shopping experience and functional features constituted the core concerns for adult-, child-, and older-adult-oriented smartwatches. Product appearance was an important factor for child- and adult-oriented smartwatches, whereas ease of use was a key concern for older-adult-oriented smartwatches. Functional attributes and shopping experience evoked strong emotional responses. Regression results suggested that the emotional presence and intensity of most attributes were substantially associated with satisfaction across all smartwatch categories, though effect magnitudes differed across smartwatch segments. The ENNM‑enhanced Kano model analysis provided preliminary estimates of attribute-optimization priorities for age-adaptive smartwatch design. This study illustrates that natural online-review data can complement survey- and interview-based UX research by providing large-scale, ecologically situated evidence regarding purchaser and user concerns across smartwatch market segments. The proposed framework can also be applied to investigate user concerns for other intelligent devices.
Effective comprehension of educational content is a cornerstone of primary education; however, students often struggle to understand complex concepts through traditional written text alone. Augmented reality (AR) has emerged as a powerful mediation tool that facilitates the assimilation of specific educational topics through interactive storytelling. Given the potential of these experiences, their design remains complex due to the need to align pedagogical objectives with narrative and technical constraints. This work proposes a comprehensive design framework based on Educational Interaction Design Patterns (EIDPs) to support the systematic development of AR-based experiences. The framework under consideration integrates three core dimensions: the Learning Pattern (to organize educational concepts), the Story Creation Pattern (to structure the narrative vehicle), and the Evaluation Pattern (to assess the knowledge acquired). The proposed EIDPs draw inspiration from pattern-based methodologies in software engineering, interaction design, and educational theory, operating at high level of abstraction. Rather than focusing on software architecture, these patterns guide the organization of educational content, narrative flow, user interaction, and assessment mechanisms. An exploratory pilot case study was conducted to evaluate the framework’s applicability. The study involved the implementation of two AR-based interactive stories targeting geometry and ecosystems, engaging 16 students from second and fourth grade. The case study yielded promising results regarding the framework’s ability to facilitate conceptual understanding. Fourth-grade students achieved 100
As population aging and digital transformation advance, IPTV has become an important media platform for older adults. However, mismatches between interface design and older users’ capabilities continue to limit effective use. This study develops and validates a contextualized evaluation framework for age-friendly IPTV services. Policy review, interviews with older users, and regional case analysis were conducted to identify eight typical IPTV usage scenarios and construct an initial indicator pool. A two-round Delphi consultation refined the framework, and the Analytic Hierarchy Process (AHP) determined indicator weights. The final framework comprises five primary dimensions and 22 secondary indicators. Evaluation of three provincial IPTV projects showed that security management, functional operation, and service quality are the highest priorities for improving user experience, whereas content format and product characteristics support initial adoption. Interviews further revealed that limited stakeholder coordination and delays between user feedback and system updates constrain age-friendly implementation. The proposed framework quantifies the alignment between older users’ capabilities and large-screen interaction while tracing usability problems to specific usage contexts. It also informs optimization through hierarchical support, progressive capability support, and social support mechanisms. The scenario-based indicators can be adapted to local technical infrastructures, service processes, and user behaviors, supporting localized application across diverse large-screen media ecosystems.