CHIRA 2017 Abstracts


Area 1 - Human Factors and Information Systems

Full Papers
Paper Nr: 4
Title:

Design Methods for Personified Interfaces

Authors:

Claudio S. Pinhanez

Abstract: Recent advances in natural language processing, computer graphics, and mobile computing are driving a new wave of interfaces, called here personified interfaces, which have clear and distinctive human-like characteristics. The paper argues that \emph{personified interfaces} need to portray coherent human traits, deal with conflict, and handle drama, driving a need of new design methods. Using theoretical frameworks drawn from different disciplines, concisely described in the paper, four design methods are presented to support the design of personified interfaces, merging traditional design techniques with the use of personality models, improvisational theater techniques, comics-inspired storyboards, and even some ideas from puppetry and movie animation. The design methods are exemplified with results from three student workshops aimed at designing a service recovery interface for e-commerce.
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Paper Nr: 5
Title:

Mobile Instant Messaging for Customer Service Interaction - Preparation of a Model-based Approach Exploring Behavioral Intention

Authors:

Hannes Schimmele, Stephan Schlögl and Aleksander Groth

Abstract: Mobile Instant Messaging (IM) has become a main tool for communicating with friends and family. Recent efforts are now exploring IM use in business-to-customer communication. To this end, particularly customer service settings are given a high priority. A clear understanding of the relevant customer perspective is, however, still missing. Consequently, this paper reports on a study evaluating people's behavioral intention of adopting mobile IM for customer service interaction. We used an integrated research model based on Ajzen's Theory of Planned Behavior (TPB) and Parasuraman's Technology Readiness Index. A total of 154 questionnaires were analyzed. Results indicate only small effects of technology-related personality traits on the cognitive dimensions of the TPB. Concerning TPB-internal relations, Attitude and Subjective Norm were found to have significant influences on Behavioral Intention. In summary, however, the study indicates that people's intention to adopt mobile IM for customer service interaction is only slightly positive.
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Paper Nr: 11
Title:

Model-based User-Interface Adaptation by Exploiting Situations, Emotions and Software Patterns

Authors:

Christian Märtin, Christian Herdin and Jürgen Engel

Abstract: This paper introduces the SitAdapt architecture for adaptive interactive systems that are situation-aware and respond to changing contexts, environments and user emotions. An observer component is watching the user during interaction with the system. The adaptation process is triggered when a given situation changes significantly or a new situation arises. The necessary software modifications are established in real-time by exploiting the resources of the PaMGIS MBUID development framework with software patterns and templates at various levels of abstraction. The resulting interactive systems may serve as target applications for end users or can be used for laboratory-based identification of user personas, optimizing user experience and assessing marketing potential. The approach is currently being evaluated for applications from the e-business domain.
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Paper Nr: 17
Title:

A Touch-based Configurable Gamepad for Gamers with Physical Disabilities

Authors:

Davide Gadia, Marco Granato, Dario Maggiorini, Matteo Marras and Laura Anna Ripamonti

Abstract: In modern videogames, interfaces and interaction design play a major role in user experience. As of today, in-game interaction is mainly performed through industry-standard devices. These devices can be either general purpose (e.g., mouse and keyboard) or specific for gaming (e.g., a gamepad). However, gaming interaction devices are not usually designed for people with physical disabilities. In this paper, we first explore issues related to the use of standard gaming devices from gamers with physical disabilities and then we propose a solution by means of an innovative game controller device. This game controller is build using a touch screen interface. The touch screen interface can be configured based on the user needs and will be accessible by gamers which are missing fingers or are lacking control in hands movement.
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Paper Nr: 24
Title:

A Meta-Level Design Science Process for Integrating Stakeholder Needs - Demonstrated for Smart City Services

Authors:

Antti Knutas, Zohreh Pourzolfaghar and Markus Helfert

Abstract: Currently there is an issue in the design process of smart city services, where citizens as the main stakeholders are not involved enough in requirements engineering. In this paper, we present a meta-level design science process, based on an extended version of design science research methodology, that can be used to create requirements engineering frameworks to inform smart city service requirements engineering processes. The introduced meta-level process is beneficial as it can be used to ensure that design guideline research processes are rigorous, just as design science process ensures scientific rigor in design research. Additionally, we present a previous case study and frame it using the new meta-level design science process.
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Short Papers
Paper Nr: 3
Title:

Virtual World Technology for Developing Social Work Counselling Skills in Mental Health

Authors:

Jenny Martin

Abstract: When virtual worlds were introduced into post-secondary education in the early twenty-first century this was seen to be a technological innovation that would see widespread uptake in post-secondary human services education. However, the uptake of this technology has been slower than originally predicted. There are a number of examples of virtual worlds used to enhance the student learning experience in nursing, medicine and social work. In this paper a case study is presented of a virtual health centre that was developed for skill development in communication, assessment and intervention for students enrolled in health and human services disciplines. The case study presents evaluation data from the social work students who used this clinic for counselling skill development in mental health settings. The study found that the students were not convinced that virtual world technology was the preferred means for learning in a face-to-face environment as the activity could be easily replicated in the classroom. The discussion and conclusion give rise to a number of considerations for the successful application of virtual reality technology in social work and human services education into the future.

Paper Nr: 10
Title:

Yawning Recognition based on Dynamic Analysis and Simple Measure

Authors:

Michał Ochocki and Dariusz Sawicki

Abstract: Nowadays drivers fatigue is amongst significant causes of traffic accidents. There exist many academic and industrial publications, where fatigue detection is presented. Yawning is one of the most detectable and indicative symptoms in such situation. However, yawning identification approaches which have been developed to date are limited by the fact that they detect a wide open mouth. And the detection of open mouth can also mean talking, singing and smiling, what is not always a sign of fatigue. The research aims was to investigate the different situations when the mouth is open and distinguish situation when really yawning occurred. In this paper we use an algorithm for localization of the facial landmarks and we propose a simple and effective system for yawning detection which is based on changes of mouth geometric features. The accuracy of presented method was verified using 80 videos collected from three databases: we have used 20 films of yawning expression, 30 films of smiling and 30 films with singing examples. The experimental results show high accuracy of proposed method on the level of 93%. The obtained results have been compared with the methods described in the literature – the achieved accuracy puts proposed method among the best solutions of recent years.
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Paper Nr: 14
Title:

A Tangible Visual Accessibility Tool for Interactive Tabletops

Authors:

Lucile Cossou, Sylvain Bouchigny, Christine Mégard, Sonia Huguenin and Mehdi Ammi

Abstract: Thanks to being highly multimodal, interactive tabletops show great potential for edutainment. But in order to meet the world spreading inclusive school policies requirements, they need new and dedicated accessibility tools which would take into account both the specificity of the platform and the needs of its users. We present here the design methodology we adopted to design one of the said tools and the results we obtained.
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Paper Nr: 15
Title:

A Hybrid Feedback Control Model for a Gesture-based Pointing Interface System

Authors:

Kazuaki Kondo, Genki Mizuno and Yuichi Nakamura

Abstract: This study proposes a mathematical model of a pointing interface system that includes indicator behaviors and pointer visualization based on the measurement of pointing postures. The key idea for simulating pointing behaviors under measurement noise involves constructing a hybrid feedback control model. It switches a target value follow-up phase to a noise compensate phase at a specific elapsed time. We evaluated its performance in terms of a simulation error with given step inputs as target values and random-walk noise sequences. The results indicate that the proposed hybrid model simulates the actual pointing trajectories within several centimeter errors.
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Paper Nr: 16
Title:

A Distributed Game Engine for Mobile Games on the Android Platform

Authors:

Davide Gadia, Dario Maggiorini, Davide Puopolo, Laura Anna Ripamonti and Luca Ziliani

Abstract: In the last few years we have witnessed a tremendous change in the way game developers are required to deal with software production. We moved from small groups building the application ground-up to large coordinated teams with hierarchical organisation. To support this transformation, game developers are now using integrated development and execution environments called game engines. Among all possible gaming platforms, mobile ones are proving to be a challenging ground due to their intrinsic requirement for game engines to deploy the final application on a distributed system. In this paper we discuss about requirements for next-generation game engines for mobile devices. In particular, we propose a variation of the standard approach for game engines architecture pushing from a monolithic architecture toward a distributed one. In our solution, the mobile game engine becomes modular and lower the distinction between client and server side.
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Paper Nr: 23
Title:

A Framework for Generating Domain-specific Rule for Process Model Customisation

Authors:

Neel Mani, Markus Helfert and Claus Pahl

Abstract: The domain-specific model-driven development requires effective and flexible techniques for implementing domain-specific rule generators. In this paper, we present a framework for rule generation through model translation with feature model, a high-level of the domain model to translate into low-level of rule language based on the paradigm of software reuse in terms of customisation and configuration with domain-specific rule strategies benefit mode-to-text translations. This framework is domain-specific where non-technical domain user can customise and configure the business process models. These compositions support two-dimensional of translation modularity by using software product line engineering. The domain engineering is achieved by designing the domain and process model as a requirement space, it is also called template model, connecting with feature model through weaving model. The feature model is a high-level input model to customise the template model to an implementation. The application engineering is achieved by supporting the rule definition and configuring the generated rules. We discuss the development approach of the framework in a domain-specific environment; we present a case study in a Digital Content Technology (DCT) domain.
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Paper Nr: 28
Title:

A Framework for Electronic Travel Aids

Authors:

Florian von Zabiensky and Diethelm Bienhaus

Abstract: Electronic Travel Aids (ETA) help visually impaired people to avoid obstacles. In the ETA area new user interfaces and interaction modes are investigated. Due to increasing hardware and software complexity used in modern ETA there is an increasing demand for simulation tool to facilitate development processes. Such tools enable testing of larger varieties of user experiences in shorter time. In the field of acoustic virtual displays capabilities of different sounds and psychoacoustic phenomena to display three-dimensional sound have to be evaluated. Different simulators make it difficult to compare research results. To facilitate comparability between different approaches an ETA framework is introduced in this work. The framework includes a simulator which allows research groups to perform experiments with their specific interfaces. Due to the same underlying simulation environment results of various groups are comparable. Using a framework would make algorithms or devices from different research groups be directly usable for others. In this position paper the development of such a framework is reasoned and the basic requirements on such a framework are proposed.
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Paper Nr: 30
Title:

I Don’t like Gaming, It Leads to a Pressure to Perform: Older Adults Refused Gaming Elements in a Digital Home-based Physical Training Programme in Two Qualitative Studies

Authors:

Claudia Oppenauer-Meerskraut, Johannes Kropf, Anna Bösendorfer, Matthias Gira, Mario Heller, Kerstin Lampel, Andreas Kumpf and Tanja Stamm

Abstract: Background: Physical activity in older adults is an important protective factor for preventing morbidity and mortality and increases well-being and independent living. Within the so-called “Train&Win” project, a physical home training program with gaming elements based on the Microsoft Kinect sensor and an avatar will be developed. Method: Two user studies using a qualitative approach were conducted in order to guarantee a user-centered design: a focus group with 14 participants and a mock-up study with seven participants. Results: Contrary to published literature and our expectations, a majority of participants (8/14; 57%) explicitly refused gaming elements, such as competitions between the participants or motivational design inputs for process feedback. Thus, the training program should be related to the physical training experiences of the participants which were mainly sports and be “realistic” in terms of the presentation and interaction with the avatar. Both studies showed the necessity for an individually designed training, including typical non-technology aspects of a physical training. Conclusion: The results stress the importance of considering diverse attitudes, technology experiences and needs of older adults. For a high user acceptance, the training has to be individually adapted and consider more traditional non-technology training elements than exergaming issues.
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Paper Nr: 33
Title:

Social Environments Modeling From Kinect Data in Robotics Applications

Authors:

Catarina Lima and João Silva Sequeira

Abstract: This paper addresses the modeling of social environments from range information obtained from a Kinect sensor. The modeling is restricted to events representing the existence of movement in front of the sensor. A deterministic model based on a power law and statistical models based in Weibull and Lognormal probability distribution are considered. Real experiments in a hospital ward are presented together with a discussion on the relevance of these models to improve the acceptance of social robots in non lab social environments.
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Paper Nr: 36
Title:

Measuring the Complexity of User Processes using Shannon Entropy and Stochastic Petri Nets

Authors:

Martin Ibl and Žaneta Boruchová

Abstract: Measuring complexity of processes or systems is currently a very popular topic. There is a wide range of defined complexity measures that quantify features such as legibility, modifiability, uncertainty, comprehensibility, easiness of implementation, user-friendliness and many others. The content of this work is a presentation of a method for quantification of complexity using Shannon entropy and stochastic Petri nets. Shannon entropy and Petri nets are an appropriate combination because they allow analysing the complexity of processes not only in terms of their structure but also in terms of their dynamic development under tension. On a simple example are outlined possible analyses and the correlation analysis examines the comparability with other selected complexity measures.
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Paper Nr: 37
Title:

Exploring Spatial Experiences of Children and Young Adolescents While Playing the Dual Flow-based Fitness Game “Plunder Planet”

Authors:

Anna Lisa Martin-Niedecken

Abstract: With the trend towards movement-based exergames and the gamification of sport, new body-centered controller technologies have moved into the living rooms and the gyms. The highly complex, multi-modal and multi-sensory interactions with these systems create new ways of perception and interaction, the exploration and experience of which completely captivate the users. Based on related work we analyzed interactions and interdependencies between these new perceptual and interactive spaces at the levels of “body space”, “controller space” and “in-game space”. This extensive theoretical framework is then used to illustrate possible applications of these theories, using the example of our fitness game environment “Plunder Planet” for children and young adolescents. Subsequently, we present a user study specifically focusing on the qualitative analysis of space-related gameplay experiences and play strategies of users playing “Plunder Planet”. We introduce and analyze sketches drawn by children and young adolescents after playing the psychophysiologically adaptive exergame with two different controller devices. The additional qualitative evaluation showed positive effects of all three design categories (body, controller and in-game scenario) on the player’s space-related gameplay experiences. Finally, we identify possible departure points for future research-based developments of holistic, user-centered exergame settings which have maximum attractiveness and effectiveness for the player.
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Paper Nr: 38
Title:

Random Graph Models Utilization for Economics Purposes

Authors:

Jan Panus and Andrea Dymakova

Abstract: This paper explores the usability of random graph models from the field of social network analysis for selected topics in the field of economic sciences. Specific examples are given in the field of international trade and strategic research as part of international research analysis. At present, there is an increasing need to connect individuals or organizations to increasingly complex networks, and as the complexity of such structures grows, the need for understanding how such structures are created and what they actually mean. The method of random graphs used in the paper serves as an appropriate method for such analysis.
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Area 2 - Interactive Devices

Short Papers
Paper Nr: 9
Title:

Semi-Cave as an Example of Multimedia Dedicated to Study the Impact of Audiovisual Environment on Human Psychophysiology

Authors:

Dariusz Sawicki, Agnieszka Wolska, Mariusz Wisełka, Jarosław Żukowski, Michał Sołtan and Wojciech Związek

Abstract: Cave (Cave Automatic Virtual Environment) is an example of a multimedia installation that allows perceiving virtual reality (VR) in its best form. The aim of the work is to present a cave solution defined for specific applications. The low-budget concept called SEMI-CAVE has been proposed in order to study the impact of audiovisual environment on human psychophysiology. This approach enables to create virtual indoor or outdoor workplaces, with reference to many aspects of human psychophysiology like wellbeing, fatigue, mood and alertness. Virtual environment allows taking into account any visual factor or element important in real workplaces. One of the rarely considered is glare, which is also intended in the research. Overview of known and applied VR solutions and analysis of their properties allowed selecting a solution adjusted to specific expectations and requirements. On the other hand, according to VR taxonomy, we have proposed solution which can be treated as the new form of VR realization – unusual combination of well-known CAVE and CAVE2 designs. The first stage (closed part) of project realization is presented in the paper.
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Paper Nr: 19
Title:

Use of Unmanned Aerial Vehicles for Monitoring of Air Pollution Generated by Stationary Sources

Authors:

Pavel Jirava and Michal Kuřík

Abstract: This paper is focused on the use of unmanned aerial vehicles for the monitoring of air pollution by stationary sources. A quadrocope with digital image capture was used for experiments. The data thus obtained was processed and the Ringelmann scale method for determining the darkness of the smoke plume was applied.. The values obtained are relevant and can be used to determine the rate of air pollution by a stationary source. The advantage of this proposed procedure are the low costs of realization and reduction of the influence of the human factor on determining the darkness of the smoke and finally no need for direct access to the stationary source of air pollution.
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Paper Nr: 22
Title:

Brain Activation and Cognitive Load during EEG Measured Creativity Tasks Accompanied by Relaxation Music

Authors:

Dalia Papuc, Oana Bălan, Maria-Iuliana Dascălu, Alin Moldoveanu and Anca Morar

Abstract: Creativity tasks require specific imagery, memory and semantic processes, as it has been revealed by various neuroscientific studies. There is significant evidence that an increase of spectral power in the EEG alpha band is inter-related with creative ideation as a form of top-down activity. However, any creational task demands a certain level of cognitive load or workload for memory retrieval, mental schemes design, semantic processing, image formation and concept construct. This paper aims to measure cognitive load during a series of divergent thinking creative tasks accompanied by relaxation music, to examine event-related brain activation and raw power measures in the baseline relaxation, alternate uses creative and verbalization stages of the proposed experimental procedure, as well as to study task-related synchronization/desynchronization between these phases. Also, its purpose is to verify whether slow relaxing music influences creativity, with effects in the brainwaves amplitude variations, especially in the alpha (8-12 Hz) frequency band. We concluded that relaxing music induces creativity and causes an increase in the alpha brain waves for innovative ideas generation and verbalization with a diminished level of cognitive load.
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Area 3 - Pervasive Technologies and Applications

Full Papers
Paper Nr: 25
Title:

A Usage-based Data Extraction Framework for Cloud-based Application - An Human-Computer Interaction Approach

Authors:

Manoj Kesavulu, Markus Helfert and Marija Bezbradica

Abstract: Features or functionalities provided by cloud-based applications are accessed by users through various interfaces such as web browser, mobile app, and command line interface. Yet for monitoring cloud-based applications, software developers and researchers have focused on web browsers. Software updates are provided for such applications based on the data acquired from the cloud monitoring components but usage data of the cloud application features are difficult to extract in a cloud environment as the usage data is spread across the interfaces on the front-end and the back-end. In this paper, we focus on the usage of the cloud application features from the user perspective and how to extract these data in a cloud environment. We define six criteria for the user-level usage data, analyse the existing usage data extraction techniques and propose a usage data extraction framework adhering to the defined criteria.
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Area 4 - Adaptive and Intelligent Systems

Short Papers
Paper Nr: 35
Title:

Towards Interactive Cognitive Agents with Culturally Restricted Behaviors

Authors:

Luis-Felipe Rodríguez, Luis A. Castro and Omar Gonzalez-Padilla

Abstract: Culture is one of the most important factors that influence human interaction. Evidence shows that people’s culture determines the type of actions they are able to perform in certain situations. Consequently, in the field of HCI, the study of culture has become essential for the design of interactive cognitive agents embedded in social and realistic virtual environments. However, current attempts to enculturate such agents focus on modeling specific aspects of culture, leaving aside the implementation of more integrative and biologically inspired models. In this paper, we propose an integrative framework as a novel approach to the modeling of culture in cognitive agents for HCI applications. This integrative framework is designed to serve as the underlying architecture of interactive cognitive agents whose behavior is influenced by specific cultural backgrounds. The architectural design and operations of such integrative framework is based theories and models formulated in psychology and neuroscience.
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Area 5 - Interaction Design

Full Papers
Paper Nr: 13
Title:

On the Efficient Graph Representation of Collinear Relation in the Shape Grammars

Authors:

Kamila Kotulska and Leszek Kotulski

Abstract: Shape grammars are a powerful, generative approach to description, interpretation and evaluation of many designs. However, their practical implementation has problems related to computational and spatial efficiency. Because of that, successful examples are restricted to small graphs or those with reduced numbers of rules and shapes. While executing a project inspired by Antonio Gaudi’s designs, we found those limitations critical and initiated a series of research tasks to improve of the efficiency of their implementation. The most important task consists in developing an efficient graph representation of the collinear segments. The proposed solution, based on a classical application of shape grammars – Stiny’s Chinese lattice design – has been compared with two most popular existing representations.
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Short Papers
Paper Nr: 12
Title:

Experimental Design of Metrics for Domain Usability

Authors:

Michaela Bačíková, Lukáš Galko and Eva Hvizdová

Abstract: Usability and user experience gain more and more attention each year. Many large software companies consider it a priority. However, domain usability issues are still present in many common user interfaces. To improve the situation, in this paper we present our design of domain usability metric. In order to design the metrics, we performed an experiment with two surveys, one in a general domain and one in a specific domain of gospel music. The results confirm our previous experimental results and indicate, that five aspects of domain usability are not equal, but have different effect on overall usability and user experience. The results of the latter survey was used to design weights of domain usability aspects and these weights were used to calculate the overall domain usability of a user interface. Given that we know the number of all components in the analysed user interface, the designed metrics measures the domain usability in percentage. The designed metrics can be used to formally measure the domain usability of user interfaces in manual or automatized techniques and this way, we believe, improve the situation regarding interfaces that do not consider the domain dictionary of their users.
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Paper Nr: 32
Title:

Potential Use of Smartphone as a Tool to Capture Embryo Digital Images from Stereomicroscope and to Evaluate Them by an Artificial Neural Network

Authors:

Diego de Souza Ciniciato, Maria Beatriz Takahashi, Marcelo Fábio Gouveia Nogueira and José Celso Rocha

Abstract: An online graphical user interface connected to a server was developed aiming to facilitate access to professionals worldwide that face problems with bovine blastocysts classification. The blastocysts assessment is carried on using images taken from an inverted microscope, which usually requires more expensive devices such as digital camera and computer software. Smartphone camera quality and tasks processing are getting better with technology advances. Therefore, a smartphone can be attached to the eyepiece lens to provide Real-Time evaluation, and thus reducing costs when comparing to computers, cameras, and software that are commonly used for this purpose.
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Paper Nr: 34
Title:

Self-Voicing Needs Individualisation - A Study on a Self-voicing Web Framework for the Support of Various Users with and without Reading Difficulties

Authors:

Theresa Deschner, Lukas Smirek and Gottfried Zimmermann

Abstract: Nowadays, the internet is a frequent source of information. Due to difficulties with reading and language, some people have difficulties obtaining this information and therefore may have to deal with constraints in their daily life, including a dependency on other persons. The use of voice output on web pages ("self-voicing web pages") may help them to overcome these constraints. In this paper, a self-voicing framework is presented. A user-centred design approach was applied in the development, implementation and validation of the concept. The concept accommodates different people with different requirements and needs – using a onesize-fits-one approach rather than one-size-fits-all. The evaluation showsthe use of the framework for different user groups as well as the need for providing individualised features in the framework.
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