Digital outcasts moving technology forward without leaving people behind
The blind person who tries to make an online purchase. The young girl who cannot speak due to a cognitive disability. The man confined to his home due to permanent injury. The single mother with a long-term illness who struggles to feed her family. With one in seven people worldwide currently livi...
Autor principal: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Amsterdam :
Elsevier
2013.
Waltham, MA : 2013. |
Edición: | 1st edition |
Colección: | Gale eBooks
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Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627682206719 |
Tabla de Contenidos:
- Front Cover; Digital Outcasts: Moving Technology Forward without Leaving People Behind; Copyright; Dedication; In praise of Digital Outcasts : Moving Technology Forward without Leaving People Behind; Contents; Acknowledgments; Foreword; Preface; WHAT THIS BOOK IS ABOUT; WHO SHOULD READ THIS BOOK?; HOW TO READ THIS BOOK; Chapter 1 - Who are Digital Outcasts?; INTRODUCTION; WHAT IS THE QUESTION?; A GROWING DEMOGRAPHIC; OUR ATTITUDE TOWARD DISABILITY; DIGITAL NATIVES, DIGITAL IMMIGRANTS, AND DIGITAL OUTCASTS; WALKING ON THE MOON: A LESSON IN SELF-PRESERVATION; Chapter 2 - Interpreting Ability
- THE CONTINUUM OF HUMAN COMPETENCEUNDERSTANDING THE SOCIAL IMPACT OF DISABILITY; HOW PEOPLE WITH DISABILITIES USE TECHNOLOGY; OF BEES AND CHESS: ADAPTING AND EVOLVING; CASE STUDY: LOST VOICE GUY; Chapter 3 - Why Accessibility Alone Isn't Enough; UNDERSTANDING DESIGN; ACCESSIBILITY VS USABILITY; VALUES-BASED DESIGN; BEYOND ACCESSIBILITY TO INCLUSION; Chapter 4 - Accessibility and the Real World; BUILDING A BUSINESS RATIONALE; WHY LAWSUITS DON'T ALWAYS WORK; DISABILITY AND EMPLOYMENT RIGHTS; BUILDING INNOVATIVE ACCESSIBILITY TEAMS; Chapter 5 - Defining Inclusive Innovation
- "WHAT IF?" VS "SO WHAT?"DEFINING INNOVATION; THE "POST-PC" ERA OF ASSISTIVE DEVICES; INNOVATION AND THE DIGITAL OUTCAST; CASE STUDY: A BETTER WAY TO BUY GROCERIES; Chapter 6 - Playing for Health; A "HIGH-TECH, LOW-TOUCH" SOCIETY; THE IMPORTANCE OF REINFORCEMENT; VIDEO GAME ACCESSIBILITY; THE SPACE BETWEEN: PATIENT REHABILITATION AND ACCESSIBLE GAMING; COMPUTERS IN YOUR CLOTHES; MOTION SENSITIVE: USING THE KINECT TO CONNECT; CASE STUDY: THIS IS THE CABINET THAT TURNS YOU INTO PAUL MCCARTNEY; Chapter 7 - Virtual Reality, Universal Life; EXPLORING A PARALLEL WORLD; WHERE MIND AND BODY MEET
- CYBERTHERAPY AND THE RUBBER HAND ILLUSIONVIRTUAL COMMUNITIES OF PRACTICE; CASE STUDY: SNOWMEN AND SPIDERS; Chapter 8 - Inclusive Design is the New Green; THE NEW GREEN; EVERYBODY WANTS TO RULE THE WORLD; PRODUCT DESIGN AS SOCIAL RESPONSIBILITY; THE THINGS WE DO FOR LOVE; CASE STUDY: IT TAKES A VILLAGE; Chapter 9 - Designing for Tomorrow's Digital Outcasts; EMBODIED INTERACTION THROUGH THE SENSES; TOUCHING AND NOT TOUCHING; COGNITIVE COMPUTING; THE ETHICS OF CYBERHUMANITY; Chapter 10 - The Future Is Already Here; KILLING THE DIGITAL OUTCAST STEREOTYPE; THE FUTURE OF WEB ACCESSIBILITY
- WE ARE ALL DIGITAL OUTCASTSWALKING ON THE MOON: AFTERMATH; References; Chapter 1-Who are Digital Outcasts?; Chapter 2-Interpreting Ability; Chapter 3-Why Accessibility Alone isn't Enough; Chapter 4-Accessibility and the Real World; Chapter 5-Defining Inclusive Innovation; Chapter 6-Playing for Health; Chapter 7-Virtual Reality, Universal Life; Chapter 8-Inclusive Design is the New Green; Chapter 9-Designing for Tomorrow's Digital Outcasts; Chapter 10-The Future is Already Here; Index