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VERITAS
February 2012 ii I+
VERITAS D2.6.1 PU Grant Agreement # 247765
Table of Contents
Version History table ............................................................................................ ii
Table of Contents ................................................................................................ iii
List of Figures ...................................................................................................... iv
List of Tables v
Abbreviations list ................................................................................................ vi
Executive Summary ............................................................................................. 7
1 User Centered Design in the Personal Healthcare Industry ...... 8
1.1 Overview ............................................................................................. 8
1.2 Industrial needs ................................................................................... 9
1.3 UCD design in P. Healthcare Design: the simulation approach ........ 10
2 Application requirements ........................................................... 12
2.1 Use case analysis results .................................................................. 13
2.2 Design domain requirements ............................................................ 16
3 Simulation models ...................................................................... 22
3.1 General approach ............................................................................. 22
3.1.1 Definition of task. ...................................................................................................... 23
3.1.2 Definition of subtask.................................................................................................. 23
3.1.3 Definition of Primitive task......................................................................................... 24
3.2 Personal Healthcare applications ...................................................... 25
3.2.1 Identification of primitive tasks involved in Healthcare software application ............ 25
3.2.2 Specification of disabilities related with the primitive tasks ...................................... 26
3.2.3 Specification of alternative primitive tasks. ............................................................... 27
3.2.4 Identification of object parameters ............................................................................ 30
3.2.5 Definition of success criteria for each task ............................................................... 37
3.2.6 Accessibility and Acceptability attributes .................................................................. 46
3.2.7 Interactions modeling ................................................................................................ 47
3.2.8 Overall Simulation Task definition ............................................................................ 49
3.2.9 Generation of corresponding UsiXML files ............................................................... 50
3.2.10 Health coach simulation model ................................................................................. 52
3.2.11 Remote Monitoring simulation model ....................................................................... 53
3.2.12 Mobile Application simulation model ......................................................................... 55
3.3 Integration of Veritas tools................................................................. 57
4 Conclusions ................................................................................ 59
5 Annex ........................................................................................... 61
List of Figures
Fig. 1 Task representation .................................................................................... 23
Fig. 2 Subtask representation ............................................................................... 24
Fig. 3 Primitive task and related attributes ............................................................ 25
Fig. 4 Generation of overall simulation task table ................................................. 28
Fig. 5 Generation of corresponding UsiXML files ................................................. 29
Fig. 6 Generation of overall simulation task table ................................................. 50
Fig. 7 Generation of UsiXML files ......................................................................... 51
Fig. 8 Health Coach Simulation Model ................................................................. 52
Fig. 9 Task Model of Remind of events for the Subtask Get answer .................. 52
Fig. 10 InteractionModel of the Task Answertoautomaticquestions for the Primitive
Task Pointanswer button ............................................................................. 53
Fig. 11 Remote Monitoring Simulation Model ....................................................... 53
Fig. 12 Task Model of Select measurement on demand for the Subtask Select
measurement ................................................................................................ 54
Fig. 13 InteractionModel of the Task Answerquestionnaire for the Primitive Task
Releaseanswer button ................................................................................. 54
Fig. 14 Mobile Application Simulation Model ........................................................ 55
Fig. 15 Task Model of Select items from the main menu of the application for the
Subtask Select procedure............................................................................ 55
Fig. 16 Interaction Model of the Task Select items from the main menu of the
application for the Primitive Task Locate day icon ....................................... 56
Fig. 17 Integration with Veritas platform ............................................................... 58
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List of Tables
Table 1: Use case analysis............................................................................... 13
Table 2: Primitive tasks and related disabilities ................................................ 26
Table 3: Alternatives to primitive tasks ............................................................. 27
Table 4:Object parameter table for Health Coach-related scenarios ................ 30
Table 5:Object parameter table for Remote Monitoring related scenarios ....... 31
Table 6:Object parameter table for Mobile Applicationrelated scenarios .......... 34
Table 7:Success criteria for the defined tasks, subtasks and primitives in the
Health Coach domain ................................................................................ 37
Table 8:Success criteria for the defined tasks, subtasks and primitives in
Remote Monitoring .................................................................................... 38
Table 9:Success criteria for the defined tasks, subtasks and primitives in
Application on Mobile ................................................................................. 42
Table 10: Accessibility and Acceptability table for Health Coach domain ......... 61
Table 11: Accessibility and Acceptability table for Remote Monitoring domain 73
Table 12: Accessibility and Acceptability table for Application on Mobile ......... 99
Table 13: Interactions table of Health Coach.................................................. 127
Table 14: Interactions table of Remote Monitoring ......................................... 135
Table 15: Interactions table of Mobile Application .......................................... 193
Table 16: Overall task table for Heath Coach domain .................................... 206
Table 17: Overall task table for Remote Monitoring ....................................... 212
Table 18: Overall task table for the Application on Mobile ............................. 257
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Abbreviations list
Abbreviation Explanation
A Activity
API Application Programming Interface
D Deliverable
DOF Degree of freedom
ICT Information and Communication Technology
ID Internal Deliverable
DoW Description of Work
PTW Powered Two Wheeler
SP Subproject
UCD User Centred design
WP Work package
GUI Graphical User Interface
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Executive Summary
The D2.6.1 is a public deliverable produced as a result of A2.6.1 and A2.6.2 activity. This
deliverable is a detailed final report of the achievements of the aforementioned activities.
The main objective of the document is to describe the process followed to generate
simulation models for Personal Healthcare Domain starting from Use Cases description
performed in WP1.7 and the virtual user model files generated by the VERITAS model
platform (WP1.6),
The document also shows the innovative approach of Veritas project in the considered
applications domain. Innovation issues are mainly related to the adoption of a simulation
approach for the design of interaction requirements, because of the simulation
approaches in this domain usually affect only internal application parameters[11]
Requirements of end-users and of technology providers for accessible design with respect
to people with limited functionalities are analysed first. Then this analysis is used to derive
specific tasks to be performed in simulation scenarios that follow the use cases. The tasks
are in turn analysed to describe the interactions, objects, success criteria and thresholds
that fully describe the simulation modeling. Finally, the simulation models are formulated
into UsiXML form, in order to abstractly describe the simulation models in a form that can
be then adapted by the Veritas Tools in order to match specific designs and users.
Healthcare simulation models presented in the document refer to the following ICT-based
solutions: Remote Monitoring of clinical parameters, Wellness Application on Mobile,
Health Coach software platform. The accessibility of these applicatiosn is analyzed in
terms of GUI interaction.
So,in the first part of this document an overview is given about current design and
development approach in the Personal Healthcare domain, with particular attention to the
issues related to the ICT based applications. The relevance of adoption of User Centred
Design approach is enhanced both for beneficiaries and industrial point of view.
Moreover, usability, accessibility and acceptability requirementsfor this domain are
reported. The work carried out during this activity revolves around literature research and
expert interviews, in order to provide a compendium of requirements with regards to
accessibility assessment in the Personal Healthcare applications domain.
In the second part of this document, the specific simulation models derived from the use
cases declared in D1.7.1 and analysed in multidimensional tasks in D1.7.2 are presented
in table forms. These tables are provided in Annex of this document.
Finally, in the last section, an overview on the integration of Simulation models to the
Veritas tools is provided that explains how these simulation models will be adapted into
interactive simulation scenarios.
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Since it is demonstrated in many cases that targeting the population with special needs
can give benefit also to the general population, it is expected that the VERITAS design
approach supports accessibility to the Healthcare applications by:
including the special population in the mainstream design process by proper
methodologies and reference data referred to the enlarged population of potential
users;
providing design and evaluation tools, which can be used by designers from the
early stages and during the design refinement, either by simulation or by testing
with potential users in virtual environments.
Therefore, widening the scope of early stage simulation tools to include by nature the
characteristics of special population is the key asset to structure and give efficiency to the
universal design as addressed in VERITAS.
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The VERITAS tools should provide suggestions, guidelines and possibly templates
of experimental designs for testing the applications being developed with elderly /
disabled end users
VERITAS tools and associated methods should integrate smoothly in the
mainstream development process, which consists in a specific reading of the
general User Centered Design approach, based on target setting in terms of user
requirements and expectations, and deployment into performance requirements
and eventually technical specifications
VERITAS tools should be easy to be integrated into the current design and
development process
Resources optimization (time and costs saving) is expected to constitute a major
outcome of the use of VERITAS tools.
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UCD wide variety of methods include assessing the intended users, observing and
analyzing tasks and requirements, developing and testing prototypes, evaluating design
alternatives, analyzing and resolving usability problems, and testing the features and
interfaces with users in an iterative manner.
The goal in the design of user-centred software is to create systems that are modelled
after the characteristics and tasks of the users, and when talking about personal
healthcare systems, it is essential to take into account that users are mainly characterized
by diversity. Relying only on highly experienced and technology-prone user groups (who
might be typical users for other type of applications) is not enough in this area. Instead,
elderly users or users with completely different domain knowledge will have to use the
systems. Hence, the main challenge is to map the goals of the user intentions, actions
and behaviour into interfaces for healthcare applications which users can perceptually
process and interpret. This can only be achieved if the user is actively involved during the
design and evaluation of the system.
Usability and accessibility efforts have often focused on common user groups and
characteristics; in the past, many have not included people with disabilities, and less taken
into account possible behavior changes due to chronic or temporary psychological states.
More and more accessibility specialists are recognizing the benefits of including people
with physical and cognitive disabilities and of considering the different psychological
states of a user in usability research and testing, including:
Involving users with disabilities early in healthcare design processes broadens
designers' perspectives and can lead to making health products work better for the
intended users in more situations.
Involving participants with disabilities and testing it under several psychological
conditions in healthcare evaluation can identify usability issues more easily
because these users are often more sensitive to usability problems of the
applications they are in need of. For example, a large number of links poorly
organized on a web page will be more of a problem for people with some types of
cognitive, physical, or visual disabilities, or for a person with reduced attention due
to mental fatigue or stress.
Including accessibility guidelines and standards throughout the whole design
process helps to improve usability for people with and without disabilities.[2]
Aholistic approach for UCD of healthcare applications should consider the following
techniques [5]:
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(1) Background Analysis: Identifying the problem context to get a detailed analysis of
users capabilities and tasks within their context by analyzing the general in-context
capability of the user, gathering information on the workflows and the nature of tasks
performed by the target users.
(2) Design Conceptualization: Mapping the cognitive abilities and requirements of the
target users before initial implementation.
(3) Iterative Prototype Implementation: Developing applications according the design
principles and improvement by gaining consistent user feedback.
(4) Usability Evaluation: Evaluating the usability through a holistic approach that combines
laboratory evaluation techniques and context evaluation methods (like field observation) to
accurately measure the usability of an application.
Besides, factors such as the high work effort that must be done to apply UCD, the
extremely specific nature of health processes or the complexity of subsystems have put
the focus on simulation tools as the decision-support approach that assist the analysis of
the organization and delivery of healthcare services.
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2 Application requirements
In D1.7.1, a number of Use Cases for the Personal Healthcare applications domain have
been identified, based on which the simulation models have been created. These use
cases consist of three 2D Scenarios decribing simulation of environment, objects,
actionsand the ICT interface interaction with a software application,In the following
sections an analysis of the transfer from use cases to simulation models will be described.
Here follows an example of a Health Coach scenario.
The simulator shows that the procedure can or cannot be followed and completed
by a final user with no specific limitations (typical).
Step 3 The user executes a virtual design analysis for desktop simulation
(UC 1.3 fully described in D1.7.1).
Step 4 The system illustrates the geometrical environment and saves the
task to be realised.
Step 5 The user runs the simulation of understanding and following the
instructions that are show on the users personal screen task.
Step 6 The system simulates the task of understanding and following the
instructions that are shown on the users personal screen task.
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Human
Use Case Impairmen
Category Scenario Design Question Simulation
/D171 ts
Parameters
Accessibility of the
application for
automatic
6.1.4.1 6.1.4 none
triggering to
takemeasurement
s
Accessibility of the
application for
Reaction Time
automatic cognitive
6.1.4.2 6.1.4 Pointing
triggering to limitation
precision
takemeasurement
s
Accessibility of the
application for
Reaction Time
automatic upper limb
6.1.4.3 6.1.4 Pointing
triggering to limitation
precision
takemeasurement
s
Accessibility of the
application for
automatic low vision, Pointing
6.1.4.4 6.1.4
triggering to low hearing precision
takemeasurement
s
Accessibility of
checking
6.1.5.1 6.1.5 none
medication
calendar feature
Accessibility of
Reaction Time
checking cognitive
6.1.5.2 6.1.5 Pointing
medication limitation
precision
calendar feature
Accessibility of
Reaction Time
checking upper limb
6.1.5.3 6.1.5 Pointing
medication limitation
precision
calendar feature
Accessibility of
checking low vision, Pointing
6.1.5.4 6.1.5
medication low hearing precision
calendar feature
Accessibility of the
6.2.1.1 6.2.1 none
main menu
Mobile
Accessibility of the cognitive Pointing
application 6.2.1.2 6.2.1
main menu limitation precision
6.2
Reaction Time
Accessibility of the upper limb
6.2.1.3 6.2.1 Pointing
main menu limitation
precision
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Human
Use Case Impairmen
Category Scenario Design Question Simulation
/D171 ts
Parameters
Accessibility of the
6.2.2.1 6.2.2 none
recipes
Accessibility of the cognitive Pointing
6.2.2.2 6.2.2
recipes limitation precision
Reaction Time
Accessibility of the upper limb
6.2.2.3 6.2.2 Pointing
recipes limitation
precision
Accessibility of the
6.2.3.1 6.2.3 none
shopping list
Accessibility of the cognitive Pointing
6.2.3.2 6.2.3
shopping list limitation precision
Reaction Time
Accessibility of the upper limb
6.2.3.3 6.2.3 Pointing
shopping list limitation
precision
Accessibility of the
6.3.1.1 6.3.1 none
reminder
Reaction Time
Accessibility of the cognitive
6.3.1.2 6.3.1 Pointing
reminder limitation
precision
Reaction Time
Accessibility of the upper limb
6.3.1.3 6.3.1 Pointing
reminder limitation
precision
Accessibility of the low vision, Pointing
6.3.1.4 6.3.1
reminder low hearing precision
Health
Accessibility of the
coathing 6.3 6.3.2.1 6.3.2 none
questionnaire
Reaction Time
Accessibility of the cognitive
6.3.2.2 6.3.2 Pointing
questionnaire limitation
precision
Reaction Time
Accessibility of the upper limb
6.3.2.3 6.3.2 Pointing
questionnaire limitations
precision
Low vision,
Accessibility of the Pointing
6.3.2.4 6.3.2 low hearing
questionnaire precision
level
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Scenarios:
People with visual disability may have problems to locate a icon on the mobile
Requirements:
[Cognitive] the use of elements with a very sophisticated look should be avoided
as these elements could result unfamiliar for the users.
[Vision] a clear vision of all the elements should be given.
[Vision] signs with a big contrast difference (yellow or white contrasting with a
black back color) should be used to indicate the elements location.
[Motor, Vision, Cognitive] all the elements (e.g. in Braille for users with visual
impairments) should use identification tags.
[Vision] users should be informed of the existing devices with audio messages by
an automatic identification of the user with visual disabilities.
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Personalization: the considered healthcare application should interact with the users
according to their capabilities.
Scenarios:
Each user has its own capabilities that personalize his relationship with the
application (for example: personal computer and the mobile device can
communicate by audio, video, etc.).
Requirements:
[Combined] the system should be prepared to interact with all users according to
their capabilities.
[Cognitive] Where it is possible, the speed of interaction should be adjustable by
the user.
Audio messages perception: the audio messages generated by the user interface
should be perceptible by the users.
Scenarios:
People with low or medium hearing disabilities may not be able to correctly
understand the system audio messages.
People with hearing problems have difficulties to listen audio frequencies superior
to 2000Hz.
People with hearing prosthesis can have problems to separate the audio signal
from the background noise.
People with cognitive disabilities can be easily distracted if there is excessive
noise.
Short audio messages or non repeatable messages it is possible that arent
listened or understood.
People with speech impairments that have difficulties to communicate by voice
input.
Deaf people that cannot perceive audio messages.
Requirements:
[Hearing] the audio output must have a predefined volume level that allows the
information comprehension of people with hearing disabilities without bothering the
rest.
[Hearing] the audio volume should be regulated.
[Hearing] the sound must have a medium frequency (500-3000Hz) preferably
human voice.
[Hearing] in the case of the emergency devices and personal computer the sound
output should be near the position that will be occupied by the user as far as
possible from the location of other sound outputs (in the case of the emergency
devices).
[Hearing] the noise must be reduced as much as possible.
[Hearing and Cognitive] the sound that does not have information must be reduced
to the minimum.
[Hearing and Cognitive] the user must have a way to request the message
repetition.
[Hearing] an interface with audio assistive technology should be created with a
specific volume control.
[Hearing] the audio alarm signs should increase the volume progressively.
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Visual messages perception: the visual messages generated by the GUI interface
should be perceptible by their system users.
Scenarios:
Persons with visual disabilities may not understand visual output (texts, images,
icons, etc.) with a very small size.
People with visual or cognitive disabilities may have difficulties to understand
complex graphics or letter types.
People who suffer of Daltonism may have problems to understand the information
represented with many colors.
People with vision disabilities can have problems to understand visual messages
that have a very small background color contrast.
People that have visual disabilities can be very sensitive to the bright and reflex.
People with visual disabilities may lose information particularities in spaces that
have low illumination.
People that have disabilities to control their movements (for example, people with
cerebral palsy) are not able to maintain a fixed look and can lose dynamic
information details.
Blind people that cannot perceive visual messages.
Requirements:
[Vision] the system should allow the connection to the assistive technologies used
by the persons with visual disabilities.
[Vision and Cognitive] the symbols and the letter type should as simple as
possible.
[Vision and Cognitive] the letter and symbols should be as big as possible.
[Vision and Cognitive] the text should be case sensitive to make the reading
easier.
[Vision and Cognitive] the letters, lines and messages should have enough space
between them.
[Vision] the information cannot be codified with colors.
[Vision] the color selection should be adjustable.
[Vision] the colors blue, violet and gray should not be used to show important
information.
[Vision] the contrast between the graphics and the background image should be
enough.
[Vision] the contrast adjustment should be allowed.
[Vision] if LCD monitors are used, the vision angle should be adjustable to have
the maximum contrast.
[Vision] the monitor brightness and reflex should be minimized.
[Vision] brightness adjustment should be allowed.
[Vision] the illumination of the users interface should not create heat points that
may damage the user.
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[Vision] the illumination of the interface should be stronger than the background
illumination.
[Vision] audio interfaces should be provided for some devices (for example:
personal computer).
[Motor] velocity of the monitor dynamic graphics should allow adjusting.
Scenarios:
Deaf persons cannot understand audio alarm messages.
Blind persons cannot understand visual alarm messages.
Deaf and blind persons cannot see or hear visual and audio alarm messages.
Persons with a normal hearing may feel the need to reduce the interface audio o
may be in a noisy environment that does not allow the user to understand correctly
the audio messages.
Persons with a normal vision may lose visual messages if they are paying
attention to another situation.
Deaf and blind persons cannot understand audio or visual alarm messages.
Persons may be sleeping or concentrated in another task and may not realize the
alarm message.
Requirements:
[Combined] the alarms should be generated by audio and video messages.
[Combined] if it is possible the devices should generate visual and audio
information. The users should have the option to select the type of information
generated by the system.
[Vision and Hearing] visual warnings should be attached with sound which have a
sound component between the range frequency from 500 to 3000 Hz.
Accessible entry: the users need to interact with the user interface
Scenarios:
People with cognitive limited functions.
May confuse sets of disordered elements with elements of many kinds.
May have the difficulty to make a selection between sets of big groups of
elements.
May have problems to remember sequences.
May be confused with elements that have a multiple function.
People with cognitive or learning disabilities and illiterate.
May have difficulties to identify the elements only identified with labels,
especially those who use abbreviations and there is a difficulty to associate
the element with the label.
May have problems to answer the questions that have a determined and
those which the user is forced to introduce text.
People with motor disabilities may have difficulties to introduce information on
some healthcare devices such as mobile device or personal computer.
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Persons with vision, motor or cognitive disabilities may have problems to introduce
identification information for the access control of the system.
Requirements:
Reduce the interface elements as maximum as possible
[Cognitive] only the necessary elements or the most frequent ones should
be shown. The rest will be shown in other navigation levels.
Simplify the elements
[Cognitive] the use of elements with double purpose should be minimized.
[Cognitive] direct selection techniques whenever possible should be used.
[Cognitive] use qualitative indicators should be used near, or in the place
of, numeric information.
[Cognitive] interface element according with its function or its operation
sequence should be grouped.
The graphic labels should be easy to understand:
[Cognitive] the labels should be placed above the element or, if it is not
possible, in a place nearby.
[Cognitive] a surrounding line on the element and the label to show their
relation should be placed.
[Cognitive] the use of abbreviation on labels (for example ff or rev, etc.)
should be avoided.
[Cognitive] enough space (or time) between the distinct elements of the graphic
interface (or audio) should be left.
Reduce the sequence of actions:
[Cognitive] pre programmed elements that allow to take a common
sequence should be used.
[Cognitive] the number of steps to complete a task should be limited.
The learning process should be promoted based on the experience (make the
similar become obvious):
[Cognitive] the interface operations should have a stereotyped sequence of
actions.
[Cognitive] common aspects for elements of the same type should be used.
[Cognitive]: the same characteristics shape/color/icons/labels for the same
function or action should be normalized.
[Combined] a normalized connection for the assistive technologies should be
provided.
[Combined] voice recognition should be provided.
[Combined] pin codes and identification cards access control should be replaced
by biometric methods.
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More information, including reference standards, can be found in the Veritas Internal
DeliverableID2.6.1 (Study of the Accessibility, Usability and Acceptability Aspects for the
Healthcare Scenarios).
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3 Simulation models
3.1 General approach
All simulation models and related information are created according to the following
general process:
Use cases definition: definition of main use cases and their analysis in terms of
scenarios, actors and tasks. The adopted use case definitions can be read in
D1.7.1.b.
Tasks and subtasks definition: tasks and subtasks are extracted from use cases
description. In case of healthcare industry and use cases selected its a good
practice to restrict use cases to very simple ones. This means that use cases
should match a task to be simple enough to be achieve its objective.
Primitive tasks definition: each subtask is deeply analyzed and divided into
atomic tasks called also primitive tasks.
Specification of disabilities related with the primitive tasks: keeping in mind
the disabilities and/ or psychological states suffered by a user considered in
VERITAS, a set of impairment, disabilities and P&B states should be selected
according to specific subtasks and/or primitives.
Specification of alternative primitive tasks: For each disability an alternative
primitive task has to be defined to bypass or try to bypass the gap by objective.
Definition of objects involved in the interaction with the user:Each task
requires the interaction with one or more objects. During this step we have to
define the objects and the relative parameters considered to measure the
interaction.
Definition of success criteria for the tasks: The success criteria should be
definedstarting from the parameters and the object selected.
Accessibility and Accepatbility attributes: starting from the Tasks analysis table
(see the Veritas Deliverable D1.7.1.b) accessibility and acceptability parameters
have been analysed for each primitive task.
Interaction analysis:Each task to be conducted requires interactions. The
interactions are defined in terms of modality, object and means.
Simulation models: Since the task and interaction analysis are in place, the
process can be completed with the generation of simulation models. This activity
will apply the usiXML language[2].
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An example of this variability is reported here: in the context of the Health Coach
taskanalysis (which can fully be read in the Annex), there is a subtask whose goal is that
the user interacting with the UI reads an on screen message. This is defined as a subtask
involving multiple simpler actions ("components") such as locating the message on the
screen, recognizing the words and more importantly understanding the meaning of the
message. However, the "locating the message on screen" component can be difficult if a
user is affected by a vision impairment. Thus, an alternative to that component is that the
system reads the message aloud so that the user can hear the message and react
accordingly. In this case hearing such message is defined as an alternative component of
the action of locating the message on the screen, but it could have also been defined as
an alternative to the whole "read the message" subtask. The approach that has been
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followed (where hearing is alternative to locating, not reading) implies that hearing a
message must be followed by understanding just as it is in the normal (non vision-
impaired) case.
A simple diagram representing a task and its associated attributes is depicted in Error!
No se encuentra el origen de la referencia.
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solution seems to come from ACT-R [10], a cognitive architecture defining a theory about
how the human cognition works. Keeping in consideration this research, VERITAS project
has decided to apply a very pragmatic and simple approach. At the beginning, all of the
cognitive impairement that have been identified for the simulation and testing will be
modeled in an overly simplistic way. This directly implies that the outcome of the
simulation of a cognitive impairement is much less precise (and thus meaningful) than the
ones involving physical impairments.. Afterward, components designing and the
developmenting, involved in application of model, will be design in order to be flexible
enough to include new possibilities emerging from research about cognitive imparment
modelization.
Cognitive
Primitive tasks P&B state
Impairments
affecting the Disability/A
(numbers T
primitive tasks affecting the primitive tasks
indicate
involved in this involved in this subtask
alternatives)
subtask
Upper limbs
Reaction time, Stress, Emotions, Fatigue affect on:
Press (finger) impairment,
Visual Perception Motor Response Times.
Low vision
Upper limbs
Reaction time, Stress, Emotions, Fatigue, affect
Release (finger) impairment,
Visual Perception on: Motor Response Times.
Low vision
Stress, Emotions, Fatigue,
Reaction time,
Read (eyes) Motivation affect on: Reading rate, Low vision
Visual Perception
visual attention.
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If the subject cant read a message because of a serious vision impairment he can hear it
thanks to a loudspeaker on the device.
If the subject has a neurological, orthopaedic disease or a psychological state that affects
his capability of moving the upper limbs, he could point in a wrong position or have an
increased time to interact with the interface. In these cases there is no alternative primitive
task, the task is the same but performed in a non-correct way. Similar observations can be
done on cognitive impairment and on state of stress, fatigue, lack of motivation and
emotion.
Table 3: Alternatives to primitive tasks
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P&B
Alternative
Primit stat Alternati Alternati
SubT Modal Task
Use case Task ive Task Object e/Di ve ve
ask ity object/assisti
Task sabil Task(s) Modality
ve device
ity
Text
Remind Read
Window
of the Locat Visio
UC 6.3.1 on the
events mes e n
Touch
sage
screen
This process is applied to the Personal Healthcare applications domain and the results
are reported in the following sections.
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Primitive
Alternative
tasks
Alternative Alternative task
Use Case Task Subtask (numbers Modality Task object Disability
task(s) modality object/assistiv
indicate
e device
alternatives)
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Use Case Task objects Task objects parameters Alternative task objects Alternative / assistive
/ assistive devices parameters
Scenario 6.3.1: On screen Position in x,y dimensions Speech-synthesized Volume of message (dB)
Assessing of message Surface area in x,y dimensions message Speed of read message
accessibility of Contrast level, as specified by the Weber (words per minute)
Reminder feature in contrast sensitivity formula: Intelligibility (STI) [5]
the Health Coach
(pure
System
number) [4]
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Use Case Task objects Task objects parameters Alternative task objects Alternative / assistive
/ assistive devices parameters
Scenario 6.3.2: On screen Position in x,y dimensions Speech-synthesized Volume of message (dB)
Assessing of message Surface area in x,y dimensions message Speed of read message
accessibility of Contrast level, as specified by the Weber (words per minute)
Questionnaire contrast sensitivity formula: Intelligibility (STI) [5]
feature in the Health (pure
Coach System
number) [4]
Use Case Task objects Task objects parameters Alternative task objects Alternative / assistive parameters
/ assistive devices
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Use Case Task objects Task objects parameters Alternative task objects Alternative / assistive parameters
/ assistive devices
Scenario 6.1.3: On screen Position in x,y dimensions Speech-synthesized Volume of message (dB)
message Surface area in x,y dimensions message Speed of read message
Assessing Contrast level, as specified by the Weber (words per minute)
ofAccessibility of contrast sensitivity formula: Intelligibility (STI)
the application for (pure number)
Taking
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Use Case Task objects Task objects parameters Alternative task objects Alternative / assistive parameters
/ assistive devices
Scenario 6.1.5: On screen Position in x,y dimensions Speech-synthesized Volume of message (dB)
message Surface area in x,y dimensions message Speed of read message
Assessing Contrast level, as specified by the Weber (words per minute)
ofAccessibility of contrast sensitivity formula: Intelligibility (STI)
checking (pure number)
medication
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Use Case Task objects Task objects parameters Alternative task objects Alternative / assistive parameters
/ assistive devices
Use Case Task objects Task objects parameters Alternative task objects Alternative / assistive
/ assistive devices parameters
Scenario 6.2.1: day icon Position in x,y dimensions
Assessing of Surface area in x,y dimensions
accessibility of main Contrast level, as specified by the Weber
menuof the mobile contrast sensitivity formula:
application (pure number)
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Use Case Task objects Task objects parameters Alternative task objects Alternative / assistive
/ assistive devices parameters
(pure number)
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Use Case Task objects Task objects parameters Alternative task objects Alternative / assistive
/ assistive devices parameters
photo icon Position in x,y dimensions
Surface area in x,y dimensions
Contrast level, as specified by the Weber
contrast sensitivity formula:
(pure number)
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This way the interaction performance can either be described at complete operation level and / or at single action level, in order to sort out
the critical factors that affect the interaction performance.
Table 7:Success criteria for the defined tasks, subtasks and primitives in the Health Coach domain
Primitive tasks
USE Alternative
Task Subtask (numbers indicate Sub-task level Primitive task level Alternative task level
CASE tasks
alternatives)
Read the Locate message Hear spoken the message has been the message has been the message has
message on the screen message read located on the screen been listened to
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Primitive tasks
USE Alternative
Task Subtask (numbers indicate Sub-task level Primitive task level Alternative task level
CASE tasks
alternatives)
UC6.3.2 Point answer identified
button on screen
Press answer the user presses the
button button
Release answer
the user releases the
button
button
Table 8:Success criteria for the defined tasks, subtasks and primitives in Remote Monitoring
Primitive tasks
USE Alternative
Task Subtask (numbers indicate Sub-task level Primitive task level Alternative task level
CASE tasks
alternatives)
Locate Hear spoken The message has The message has been The message has
Touch screen message been heard located on the screen been listened to
Configure the Activate/Deac Select/Press
Speak voice The button has been The button has been The voice command
application tivate sound combo box
command pressed identified has been recognized
selection
UC6.1.1 Press sound Speak voice The button has been the user presses the The voice command
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Primitive tasks
USE Alternative
Task Subtask (numbers indicate Sub-task level Primitive task level Alternative task level
CASE tasks
alternatives)
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Primitive tasks
USE Alternative
Task Subtask (numbers indicate Sub-task level Primitive task level Alternative task level
CASE tasks
alternatives)
health status
Press answer The button has been The button has been The voice command
Motor
button pressed identified has been recognized
Speak voice The button has been the user presses the The voice command
Press back icon
command pressed button has been recognized
the user releases the
Release back icon
button
Locate Hear spoken The message has The message has been The message has
measurement icon message been heard located on the screen been listened to
Press Speak voice The button has been the user presses the The voice command
Select
Measurement icon command pressed button has been recognized
Measurement
Release
the user releases the
measurement icon
button
Take
UC
measurements Read Instruction Hear spoken The message has The message has been The message has
6.1.3
on demand field area message been heard located on the screen been listened to
Take Press Speak voice The button has been the user presses the The voice command
measurement Start/Back icon command pressed button has been recognized
ReleaseStart/Back the user releases the
icon button
Read Hear spoken The message has The message has been The message has
Get feedback
Feedback text area message been heard located on the screen been listened to
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Primitive tasks
USE Alternative
Task Subtask (numbers indicate Sub-task level Primitive task level Alternative task level
CASE tasks
alternatives)
Speak voice The button has been the user presses the The voice command
Press OK button
command pressed button has been recognized
Release the user releases the
OK button button
Readinstructions Hear spoken The message has The message has been The message has
text area message been heard located on the screen been listened to
Take PressStart/Back Speak voice The button has been the user presses the The voice command
Automatic trigger measurement icon command pressed button has been recognized
to take Release the user releases the
UC measurement at Start/Back icon button
6.1.4 period X of the Read Hear spoken The message has The message has been The message has
day Feedbacktext area message been heard located on the screen been listened to
Press Speak voice The button has been the user presses the The voice command
Get feedback
OK button command pressed button has been recognized
Release the user releases the
OK button button
Locate
Hear spoken The message has The message has been The message has
Day/weekicon/opt
message been heard located on the screen been listened to
ion
Select
UC Check medication Press
6.1.5
calendar Speak voice The button has been the user presses the The voice command
calendar Day/weekicon/opt
(day/week) command pressed button has been recognized
ion
Hear spoken The message has The message has been The message has
Read touch screen
message been heard located on the screen been listened to
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Table 9:Success criteria for the defined tasks, subtasks and primitives in Application on Mobile
Primitive tasks
(numbers indicate Alternative Sub-task Alternative
USE CASE Task Subtask Primitive task level
alternatives) Task level task level
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Primitive tasks
(numbers indicate Alternative Sub-task Alternative
USE CASE Task Subtask Primitive task level
alternatives) Task level task level
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Primitive tasks
(numbers indicate Alternative Sub-task Alternative
USE CASE Task Subtask Primitive task level
alternatives) Task level task level
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Primitive tasks
(numbers indicate Alternative Sub-task Alternative
USE CASE Task Subtask Primitive task level
alternatives) Task level task level
Select Point (finger) item icon the user points the item icon
6.2.3 Select item
shopping list
the user presses the item
Press (finger) item icon
icon
the user releases the item
Release (finger) item icon
icon
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The following tabledescribes the structure of the resulting table: it resports in detail the
primitive tasks, their object and the alternative tasks in case of disability and P&B state,
and proper Accessibility and Acceptability attributes and paramaters. Specific tables for
each application domain are reported in the Annex (Table 12, 13, 14).
Disabil Acceptabil
Cogni
ity ity
Primitive tive P&B Primitiv Accessibility
Subta Disabil related attributes
Sector Task tasks disabi state e task attributes and
sk ity primiti and
lity Object parameters
ve parameter
tasks s
Getting
started
has to be
easy in
terms of:
- location
of the
button,
number
Read Locate of tasks,
Healt Remind
the (eyes) Touch -
h of
mess touch screen response
coach events
age screen time of
the
system,
- warning
about
potential
problems
- security
-
reliability
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The simulator shows that the procedure can or cannot be followed and completed
by a final user with no specific limitations (typical).
Step 3 The user executes a virtual design analysis for desktop simulation
(UC 1.3 fully described in D1.7.1).
Step 4 The system illustrates the geometrical environment and saves the
task to be realised.
Step 5 The user runs the simulation of understanding and following the
instructions that are show on the users personal screen task.
Step 6 The system simulates the task of understanding and following the
instructions that are shown on the users personal screen task.
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to Interactions modeling
Specific tables for each application domain are reported in the Annex (Table 10, 11, 12).
Multimodal Interaction
Use Case Tasks Analysis
P&B
Alternative
Primit stat Alternati Alternati
SubT Modal Task
Use case Task ive Task Object e/Di ve ve
ask ity object/assisti
Task sabil Task(s) Modality
ve device
ity
Text
Remind Read
Window
of the Locat Visio
UC 6.3.1 on the
events mes e n
Touch
sage
screen
The UsiXML files for the simulation model, task model and interaction model file are
created from the overall simulation task table.
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For the Health Coach domain there are the Simulation Model in which are represented
tasks and subtasks, one example of Task Model(Remind of Events) in which are
detailed the primitive task that compose the task, finally one example of Interaction Model
in which is specified modality, object and means of the primitive task Point answer
button.
For Remote Monitoring there are the Simulation Model in which are represented tasks and
subtasks of the domain,one example of Task Model (Select measurement on demand)
in which are detailed the primitive task that compose the task, finally one example of
Interaction Model in which is specified modality, object and means of the primitive task
Release answer button.
For the Mobile Application domain there are the Simulation Model in which are
represented tasks and subtasks, one example of Task Model (Select items from the main
menu of the application) in which are detailed the primitive task that compose the task,
finally one example of Interaction Model in which is specified modality, object and means
of the primitive task Select procedure.
The structure of the Interaction Models is the same for each one, so in the following text
there is only one example for each domain, for the others look in the Annnex 1.
The UsiXML files themselves are available both at the projects website as well as the
projects FTP repository
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Fig. 9 Task Model of Remind of events for the Subtask Get answer
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Fig. 12 Task Model of Select measurement on demand for the Subtask Select
measurement
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Fig. 15 Task Model of Select items from the main menu of the application for the
Subtask Select procedure
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Fig. 16 Interaction Model of the Task Select items from the main menu of the
application for the Primitive Task Locate day icon
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The methodology that will be employed in order to assess a UI-based application for
accessibility will be the following:
1. The developer develops a functional UI as executable application.
2. The developer executes the application and sets it as target application for the GUI
Interaction adaptor.
3. The developer initiates the recording of timestamped input events along with
screen captures during these events and performs a session that covers the tasks
described in a simulation model which can be defined as a mathematical model of
a system or process that includes key inputs which affect it and the corresponding
outputs that are affected by it.
4. When the session is over, the developer marks the areas on the recorded screen
captures corresponding to the UI elements involved in each task, and matches
them to the objects described in the abstract simulation model.
5. The developer saves the simulation scenario after all tasks are matched to
recorded events; the simulation scenario is the outline of an expected or supposed
sequence of events.
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6. The developer loads a simulation scenario to the GUI Simulation Viewer tool and a
virtual user model to test against it for accessibility.
7. The developer executes his application again and through the GUI Simulation
Viewer either as an immersed impaired user or a virtual user agent controlled by
the computer attempts to perform the tasks described in the simulation scenario .
8. The GUI Simulation Viewer will apply filtering based on the impairments
parameters that affect mouse motion path, mouse target position accuracy, key
entry accuracy, speed of motion and mouse button press and release, visual
representation of the GUI, audio filtering of UI sounds, delay in cognitive
understanding of UI elements etc.
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4 Conclusions
Users interaction modelling and simulation is a great challenge in the context of ICT-
based applications for Personal healthcare. VERITAS takes up this challenge and
proposes a first solution. This deliverable is the result of this effort.
In the scope of this deliverable we have analyzed users interaction requirements, the use
cases that need to be simulated, the resulting analysis and generation of appropriate
abstract user models, as well as the methodology to follow in order to adapt these
abstract simulation models to specific designs.
User Centric Design approach in personal healthcare industry (section 1)is the starting
points from where to deepen the analysis of application requirements.
Use case analysis was the first step performed during the analysis of application
requirements. The Use cases reported in D1.7.1 were further refined in D1.7.2 to analyse
the tasks required in order to perform the use cases. These use cases along with the task
analysis were further refined and updated during the course of Activity A2.5.2 and fed
back into the updated version of D1.7.1b.
Since the use cases have been formulated and analysed again, they were mapped in
terms of Design Questions, Impairments and Human Simulation Parameters (section 2.1).
Simulation Models can then be defined following the definition of application requirements.
In this case the deliverable strictly follows the operative approach applied by editors. The
first step is the definition of a glossary in terms of what is a task, what is a subtask and a
primitive task. Those entities were modelled with UML diagrams. With the glossary in
place, we can define and identify each entity involved in Healthcare software applications,
then specify which disablities are related with primitive tasks and whether there are
possibile alternatives in case of impairments. Identification of objects, definition of
parameters and success criteria allow the simulation to be based on quantitative and
measurable values, so that the basis of an automatic testing mechanism can be set up.
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[7] Blanson Henkemans, O. A., et al. Medical Monitoring for Independent Living:
User-centered design of smart home technologies for older adults. Med-e-Tel
Conference for eHealth, Telemedicine and Health Information and Communication
Technologies.
[8] Curry, R. G., Tinoco, M. T., & Wardle. The Use of Information and Communication,
(ICT) to Support Independent Living for Older and Disabled People. 2002.
[9] Goodman, J., Syme, A., & Eisma, R. Older Adults' Use of Computers: A Survey.
September 2003
[10] Lowery, J. C. Introduction to Simulation in Health Care . Winter Simulation
Conference. 1996. 78-84.
[11] Veritas Internal Deliverable ID2.6.2 Availability of simulation models of monitoring
systems, interaction modalities and educational tools for Personal Healthcare
[12] ACT-R cognitive architecture http://act-r.psy.cmu.edu/about
[13] Artemis Sub-program ASP2: Person-centric Healthcare, workprogram 2009
[14] Frost and Sullivan, Remote Patient Monitoring Market in Europe, July 1st, 2010, -
Knowledge Society Strategy Report on e-health developments in Irleand (2011) -
eHealth Benchmarking III, SMART 2009/0022, Final Report, Deloitte & Ipsos
Belgium, 13th April 2011
[15] ISO/TS 16071:2003 Ergonomics of human-system interaction -- Guidance on
accessibility for human-computer interfaces
[16] ISO/IEC 25000:2005 Software Engineering -- Software product Quality
Requirements and Evaluation (SQuaRE) -- Guide to SQuaRE
[17] Davis, F.; R. Bagozzi, and P. Warshaw (1989). User Acceptance of Computer
Technology: A Comparison of Two Theoretical Models, Management Science
35(8): 982-1003, Chen, I. J et al: Applying the technology acceptance model to
explore public health nurses intention towards web-based learning: A cross-
sectional questionnaire survey. International Journal of Nursing Studies.2007
[18] Reference Manual of UsiXML V1.8 14 February 2007 by Universit Catholique
de Louvain
[19] Information derived from http://www.vaalid-project.org/
[20] Information derived from http://www.vicon-project.eu/
[21] Vimla L. Patel and Andre W. KushnirukInterface Design for Health Care
Environments: The Role of Cognitive Science. Cognitive Studies in Medicine,
McGill University, Montreal, Quebec, AMIA 1998.
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5 Annex
In this paragraph there are the following detailed tables: Accessibility and Acceptability tables, Interactions tables and Overall Task tables.
Table 10: Accessibility and Acceptability table for Health Coach domain
Disability
Primitive Cognitive P&B Primitive Accessibility Acceptability
Disability/ related
Sector Task Subtask tasks disability state task attributes and attributes and
AT primitive
Object parameters parameters
tasks
Locate
Touch
(eyes) touch
screen
screen
1) signs with a big
contrast difference Getting started
(yellow or white has to be easy
contrasting with a in terms of:
black back color) - location of
should be used to the button,
Remind of
indicate the elements number of
events
Health Read the location. tasks,
(drugs,
coach message 2) a clear vision of all - response time
apointments. Perception Hear (ears)
Low vision Loudspeaker the elements should of the system,
.) (Visual) message
be given - warning
3) all the elements about potential
(e.g. in Braille for users problems
with visual - security
impairments) should - reliability
use identification tags.
4) the physical
controllers should be
near the corresponding
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Disability
Primitive Cognitive P&B Primitive Accessibility Acceptability
Disability/ related
Sector Task Subtask tasks disability state task attributes and attributes and
AT primitive
Object parameters parameters
tasks
elements.
5) users should be
informed of the
existing devices with
audio messages by an
automatic
identification of the
user with visual
disabilities
Locate Button on
(eyes) ok the Touch
button screen
1) signs with a big
contrast difference Getting started
(yellow or white has to be easy
contrasting with a in terms of:
black back color) - location of
should be used to the button,
indicate the elements number of
Get location. tasks,
answer 2) a clear vision of all - response time
Perception Hear (ears)
Low vision Loudspeaker the elements should of the system,
(Visual) ok
be given - warning
3) all the elements about potential
(e.g. in Braille for users problems
with visual - security
impairments) should - reliability
use identification tags.
4) the physical
controllers should be
near the corresponding
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Disability
Primitive Cognitive P&B Primitive Accessibility Acceptability
Disability/ related
Sector Task Subtask tasks disability state task attributes and attributes and
AT primitive
Object parameters parameters
tasks
elements.
5) users should be
informed of the
existing devices with
audio messages by an
automatic
identification of the
user with visual
disabilities
Button OK Very easy to
Point
on the use (reduced
(finger) ok
Touch learning time)
button
screen Proper
1) the symbols and the response time
letter type should as according to
simple as possible and the users
as big as possible requirements
2) the text should be Accuracy and
case sensitive to make Reliability
Cognitive Point Button OK
the reading easier Step to
impairment (finger or on the
3) the letters, lines and complete task
(Reaction style pen) Touch
messages should have is always based
time) ok button screen
enough space between on a logical
them. sequence
4) direct selection Feedback on
techniques whenever the completion
possible should be of sequence of
used steps is clear
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Disability
Primitive Cognitive P&B Primitive Accessibility Acceptability
Disability/ related
Sector Task Subtask tasks disability state task attributes and attributes and
AT primitive
Object parameters parameters
tasks
Stress Error messages
(Acute, or warnings are
High, clear
Chronic), Terminology of
Mental information is
fatigue, consistent ,
Point Button OK 1) enough time for
Negative appropriate
(finger or on the pointing the elements
emotions and clear
style pen) Touch of the interface should
affect on
ok button screen be left
Motor
Respons
e Time
and
Performa
nce
1) enough space
Upper Point Button OK
between the distinct
limbs (finger or on the
elements of the
impairmen style pen) Touch
graphic interface
t ok button screen
should be left
Very easy to
Button OK
Press use (reduced
on the
(finger) ok learning time)
Touch
button Proper
screen
response time
1) the symbols and the according to
Cognitive Press Button OK letter type should as the users
impairment (finger or on the simple as possible and requirements
(Reaction style pen) Touch as big as possible Accuracy and
time) ok button screen 2) the text should be Reliability
case sensitive to make Feedback on
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Disability
Primitive Cognitive P&B Primitive Accessibility Acceptability
Disability/ related
Sector Task Subtask tasks disability state task attributes and attributes and
AT primitive
Object parameters parameters
tasks
the reading easier the completion
3) the letters, lines and of sequence of
messages should have steps is clear
enough space between Error messages
them. or warnings are
4) direct selection clear
techniques whenever Terminology of
possible should be information is
used consistent,
Stress appropriate
(Acute, and clear
High,
Chronic),
Mental
fatigue,
Press Button OK 1) enough time for
Negative
(finger or on the pressing the elements
emotions
style pen) Touch of the interface should
affect on
ok button screen be left
Motor
Respons
e Time
and
Performa
nce
1) enough space
Upper Press Button OK
between the distinct
limbs (finger or on the
elements of the
impairmen style pen) Touch
graphic interface
t ok button screen
should be left
Release Button OK Proper
(finger) ok on the response time
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Disability
Primitive Cognitive P&B Primitive Accessibility Acceptability
Disability/ related
Sector Task Subtask tasks disability state task attributes and attributes and
AT primitive
Object parameters parameters
tasks
button Touch according to
screen the users
requirements
1) the symbols and the
Accuracy
letter type should as
Feedback on
simple as possible and
the completion
as big as possible
of sequence of
2) the text should be
steps is clear
case sensitive to make
Cognitive Release Button OK Error messages
the reading easier
impairment (finger or on the or warnings are
3) the letters, lines and
(Reaction style pen) Touch clear
messages should have
time) ok button screen Terminology of
enough space between
information is
them.
consistent ,
4) direct selection
appropriate
techniques whenever
and clear
possible should be
used
Stress
(Acute,
High,
Chronic),
Mental
fatigue, Release Button OK 1) enough time for
Negative (finger or on the releasing the elements
emotions style pen) Touch of the interface should
affect on ok button screen be left
Motor
Respons
e Time
and
Performa
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Disability
Primitive Cognitive P&B Primitive Accessibility Acceptability
Disability/ related
Sector Task Subtask tasks disability state task attributes and attributes and
AT primitive
Object parameters parameters
tasks
nce
1) enough space
Upper Release Button OK
between the distinct
limbs (finger or on the
elements of the
impairmen style pen) Touch
graphic interface
t ok button screen
should be left
Text
Locate
Window on
(eyes) text
the Touch
window
screen
1) signs with a big
Getting started
contrast difference
has to be easy
(yellow or white
in terms of:
contrasting with a
- location of
black back color)
the button,
should be used to
number of
Answer to indicate the elements
Read the tasks,
automatic location.
questions - response time
questions 2) a clear vision of all
Perception Hear (ears) of the system,
Low vision Loudspeaker the elements should
(Visual) question - warning
be given
about potential
3) all the elements
problems
(e.g. in Braille for users
- security
with visual
- reliability
impairments) should
use identification tags.
4) the physical
controllers should be
near the corresponding
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Disability
Primitive Cognitive P&B Primitive Accessibility Acceptability
Disability/ related
Sector Task Subtask tasks disability state task attributes and attributes and
AT primitive
Object parameters parameters
tasks
elements.
5) users should be
informed of the
existing devices with
audio messages by an
automatic
identification of the
user with visual
disabilities
Answer
Locate Buttons on
(eyes) the Touch
answer Screen
button (Well, Not Getting started
Well) has to be easy
1) signs with a big in terms of:
contrast difference - location of
(yellow or white the button,
contrasting with a number of
Select black back color) tasks,
answers should be used to - response time
indicate the elements of the system,
Perception Hear (ears) location. - warning
Low vision Loudspeaker
(Visual) answer 2) a clear vision of all about potential
the elements should problems
be given - security
3) all the elements - reliability
(e.g. in Braille for users
with visual
impairments) should
use identification tags.
February 2012 68 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
Disability
Primitive Cognitive P&B Primitive Accessibility Acceptability
Disability/ related
Sector Task Subtask tasks disability state task attributes and attributes and
AT primitive
Object parameters parameters
tasks
4) the physical
controllers should be
near the corresponding
elements.
5) users should be
informed of the
existing devices with
audio messages by an
automatic
identification of the
user with visual
disabilities
Point Answer
(finger) Button on
answer the Touch
button screen Very easy to
1) the symbols and the use (reduced
letter type should as learning time)
simple as possible and Proper
as big as possible response time
2) the text should be according to
Point
Cognitive Answer case sensitive to make the users
(finger or
impairment Button on the reading easier requirements
style pen)
(Reaction the Touch 3) the letters, lines and Accuracy and
answer
time) screen messages should have Reliability
button
enough space between Step to
them. complete task
4) direct selection is always based
techniques whenever on a logical
possible should be sequence
February 2012 69 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
Disability
Primitive Cognitive P&B Primitive Accessibility Acceptability
Disability/ related
Sector Task Subtask tasks disability state task attributes and attributes and
AT primitive
Object parameters parameters
tasks
used Feedback on
the completion
of sequence of
steps is clear
Stress Error messages
(Acute, or warnings are
High, clear
Chronic), Terminology of
Mental information is
fatigue, Point consistent ,
Answer 1) enough time for appropriate
Negative (finger or
Button on pointing the elements and clear
emotions style pen)
the Touch of the interface should
affect on answer
screen be left
Motor button
Respons
e Time
and
Performa
nce
Point 1) enough space
Upper Answer
(finger or between the distinct
limbs Button on
style pen) elements of the
impairmen the Touch
answer graphic interface
t screen
button should be left
Very easy to
Press Answer
use (reduced
(finger) Button on
learning time)
answer the Touch
Proper
button screen
response time
February 2012 70 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
Disability
Primitive Cognitive P&B Primitive Accessibility Acceptability
Disability/ related
Sector Task Subtask tasks disability state task attributes and attributes and
AT primitive
Object parameters parameters
tasks
1) the symbols and the according to
letter type should as the users
simple as possible and requirements
as big as possible Accuracy and
2) the text should be Reliability
Press case sensitive to make Feedback on
Cognitive Answer
(finger or the reading easier the completion
impairment Button on
style pen) 3) the letters, lines and of sequence of
(Reaction the Touch
answer messages should have steps is clear
time) screen
button enough space between Error messages
them. or warnings are
4) direct selection clear
techniques whenever Terminology of
possible should be information is
used consistent,
Stress appropriate
(Acute, and clear
High,
Chronic),
Mental
fatigue, Press
Answer 1) enough time for
Negative (finger or
Button on pressing the elements
emotions style pen)
the Touch of the interface should
affect on answer
screen be left
Motor button
Respons
e Time
and
Performa
nce
February 2012 71 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
Disability
Primitive Cognitive P&B Primitive Accessibility Acceptability
Disability/ related
Sector Task Subtask tasks disability state task attributes and attributes and
AT primitive
Object parameters parameters
tasks
Press 1) enough space
Upper Answer
(finger or between the distinct
limbs Button on
style pen) elements of the
impairmen the Touch
answer graphic interface
t screen
button should be left
Release Answer
(finger) Button on
answer the Touch
button screen
Proper
1) the symbols and the response time
letter type should as according to
simple as possible and the users
as big as possible requirements
2) the text should be Accuracy
Release case sensitive to make Feedback on
Cognitive Answer
(finger or the reading easier the completion
impairment Button on
style pen) 3) the letters, lines and of sequence of
(Reaction the Touch
answer messages should have steps is clear
time) screen
button enough space between Error messages
them. or warnings are
4) direct selection clear
techniques whenever Terminology of
possible should be information is
used consistent ,
Stress appropriate
Release and clear
(Acute, Answer 1) enough time for
(finger or
High, Button on releasing the elements
style pen)
Chronic), the Touch of the interface should
answer
Mental screen be left
button
fatigue,
February 2012 72 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
Disability
Primitive Cognitive P&B Primitive Accessibility Acceptability
Disability/ related
Sector Task Subtask tasks disability state task attributes and attributes and
AT primitive
Object parameters parameters
tasks
Negative
emotions
affect on
Motor
Respons
e Time
and
Performa
nce
Release 1) enough space
Upper Answer
(finger or between the distinct
limbs Button on
style pen) elements of the
impairmen the Touch
answer graphic interface
t screen
button should be left
Table 11: Accessibility and Acceptability table for Remote Monitoring domain
Primitive Primitive Accessibility Acceptability
Cognitive Alternative
Sector Task Subtask tasks P&B state Disability/AT task attributes and attributes and
state Task parameters parameters
Object
Mobile Select Locate(eyes) Getting
Select day day icon started has to
application items from day icon
February 2012 73 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
Stress,
Mental
Fatigue,
Negative 1) enough time for
Emotions Locate(eyes) locating the
day icon elements of the
(Visual day icon interface should be
Attention & left
Perception
and Reaction
Time)
Point Very easy to
use (reduced
(finger)day day icon learning time)
icon Proper
February 2012 74 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 75 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 76 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
Stress,
Mental
Fatigue,
Negative 1) enough time for
Emotions Locate(eyes) locating the
meal icon elements of the
(Visual meal icon interface should be
Attention & left
Perception
and Reaction
Time)
Very easy to
use (reduced
Point learning time)
(finger)meal meal icon Proper
icon response time
according to
the users
February 2012 77 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 78 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
Release Proper
response time
(finger) meal meal icon according to
icon the users
requirements
Accuracy
Feedback on
the
completion of
1) enough space sequence of
Release style between the steps is clear
Upper limbs distinct elements of Error
pen on meal icon the graphic messages or
impairment
screen interface should be warnings are
left clear
Terminology
of information
is consistent ,
appropriate
and clear
Select Locate(eyes) service Getting
started has to
service service icon icon be easy in
February 2012 79 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
Stress,
Mental
Fatigue,
Negative 1) enough time for
Emotions Locate(eyes) service locating the
elements of the
(Visual service icon icon interface should be
Attention & left
Perception
and Reaction
Time)
Point Very easy to
service use (reduced
(finger)service learning time)
icon Proper
icon
response time
according to
Point with the users
Upper limbs service requirements
style pen on
impairment icon Accuracy and
screen Reliability
February 2012 80 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 81 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
Release Proper
service response time
(finger) service according to
icon the users
icon
requirements
Accuracy
Feedback on
the
completion of
1) enough space sequence of
Release style between the steps is clear
Upper limbs service distinct elements of Error
pen on the graphic messages or
impairment icon
screen interface should be warnings are
left clear
Terminology
of information
is consistent ,
appropriate
and clear
Select Locate(eyes) recipe Getting
recipe recipe icon icon started has to
February 2012 82 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 83 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 84 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 85 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 86 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 87 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
Locate(eyes) procedure
procedure icon icon
February 2012 88 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 89 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 90 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 91 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 92 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 93 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 94 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 95 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
Locate(eyes)
item icon
item icon
1) avoid the use of
elements with a
very sophisticated
look, these
elements could
result unfamiliar for
Cognitive the users Getting
2) the physical started has to
impairment Locate(eyes) controllers should be easy in
item icon be near the
(Reaction item icon terms of:
corresponding - location of
time) elements. the button,
3) all the elements number of
Select (e.g. in Braille for tasks,
Select users with visual
shopping - response
item impairments) time of the
list should use system,
identification tags - warning
Stress, about
potential
Mental problems
Fatigue, - security
Negative 1) enough time for - reliability
Emotions Locate(eyes) locating the
item icon elements of the
(Visual item icon interface should be
Attention & left
Perception
and Reaction
Time)
February 2012 96 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 97 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
February 2012 98 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Locate(eyes) day
day icon
icon
Getting
started has to
1) avoid the be easy in
use of terms of:
Select elements with - location of
items from a very the button,
sophisticated number of
Mobile the main look, these tasks,
Select day elements - response
application menu of could result time of the
unfamiliar for system,
the the users - warning
application Cognitive 2) the about
physical potential
impairment Locate(eyes) day controllers problems
day icon should be - security
(Reaction icon near the - reliability
time) corresponding
elements.
3) all the
elements (e.g.
in Braille for
users with
visual
impairments)
should use
identification
tags
February 2012 99 I+
VERITAS D2.6.1 PU Grant Agreement # 247765
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Stress,
Mental
Fatigue,
Negative
Emotions 1) enough
time for
(Visual Locate(eyes) day locating the
day icon elements of
Attention icon the interface
& should be left
Perception
and
Reaction
Time)
Point (finger)day Very easy to
day icon use (reduced
icon learning time)
Proper
1) enough response time
space according to
between the the users
Upper limbs Point with style distinct requirements
day icon elements of Accuracy and
impairment pen on screen the graphic Reliability
interface Step to
should be left complete task
is always
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
based on a
Stress, logical
sequence
Mental Feedback on
the
Fatigue, completion of
1) enough sequence of
Negative time for steps is clear
Point (finger)day pointing the
Emotions day icon elements of Error
icon the interface messages or
(Response should be left warnings are
clear
and Terminology
Movement of information
is consistent ,
Time) appropriate
and clear
Very easy to
Press (finger) day use (reduced
day icon learning time)
icon Proper
response time
according to
the users
requirements
Accuracy and
Reliability
Step to
complete task
is always
1) enough based on a
space logical
between the sequence
Upper limbs Press style pen distinct Feedback on
day icon elements of the
impairment on screen the graphic completion of
interface sequence of
should be left steps is clear
Error
messages or
warnings are
clear
Terminology
of information
is consistent ,
appropriate
and clear
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Proper
Release (finger) response time
day icon according to
day icon the users
requirements
Accuracy
Feedback on
the
1) enough completion of
space sequence of
between the steps is clear
Upper limbs Release style pen distinct Error
day icon elements of messages or
impairment on screen the graphic warnings are
interface clear
should be left Terminology
of information
is consistent ,
appropriate
and clear
Getting
started has to
be easy in
terms of:
- location of
the button,
number of
Select Locate(eyes) tasks,
meal icon - response
meal meal icon time of the
system,
- warning
about
potential
problems
- security
- reliability
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
1) avoid the
use of
elements with
a very
sophisticated
look, these
elements
could result
unfamiliar for
the users
Cognitive 2) the
physical
impairment Locate(eyes) controllers
meal icon should be
(Reaction meal icon near the
time) corresponding
elements.
3) all the
elements (e.g.
in Braille for
users with
visual
impairments)
should use
identification
tags
Stress,
Mental
Fatigue,
Negative
Emotions 1) enough
time for
(Visual Locate(eyes) locating the
meal icon elements of
Attention meal icon the interface
& should be left
Perception
and
Reaction
Time)
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Very easy to
Point use (reduced
meal icon learning time)
(finger)meal icon Proper
response time
according to
the users
1) enough requirements
space Accuracy and
between the Reliability
Upper limbs Point with style distinct Step to
meal icon elements of complete task
impairment pen on screen the graphic is always
interface based on a
logical
should be left sequence
Feedback on
Stress, the
completion of
Mental sequence of
Fatigue, steps is clear
1) enough Error
Negative time for messages or
Point pointing the warnings are
Emotions meal icon elements of clear
(finger)meal icon the interface Terminology
(Response should be left of information
and is consistent ,
appropriate
Movement and clear
Time)
Press (finger) Very easy to
meal icon use (reduced
meal icon learning time)
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Proper
response time
according to
the users
requirements
Accuracy and
Reliability
Step to
complete task
1) enough is always
space based on a
between the logical
Upper limbs Press style pen distinct sequence
meal icon elements of Feedback on
impairment on screen the graphic the
interface completion of
should be left sequence of
steps is clear
Error
messages or
warnings are
clear
Terminology
of information
is consistent ,
appropriate
and clear
Proper
Release (finger) response time
meal icon according to
meal icon the users
requirements
Accuracy
Feedback on
the
1) enough completion of
space sequence of
between the steps is clear
Upper limbs Release style pen distinct Error
meal icon elements of messages or
impairment on screen the graphic warnings are
interface clear
should be left Terminology
of information
is consistent ,
appropriate
and clear
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Locate(eyes) service
service icon icon
1) avoid the
use of
elements with
a very
sophisticated
look, these
elements
could result
unfamiliar for
the users
Cognitive 2) the
physical Getting
impairment Locate(eyes) service controllers started has to
(Reaction service icon icon should be be easy in
near the terms of:
time) corresponding - location of
elements. the button,
3) all the number of
elements (e.g. tasks,
Select in Braille for - response
service users with time of the
visual system,
impairments) - warning
should use about
identification potential
tags problems
Stress, - security
- reliability
Mental
Fatigue,
Negative 1) enough
time for
Emotions Locate(eyes) service locating the
(Visual service icon icon elements of
the interface
Attention should be left
&
Perception
and
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Reaction
Time)
Very easy to
Point use (reduced
service learning time)
(finger)service Proper
icon response time
icon according to
the users
requirements
Upper limbs Point with style service Accuracy and
impairment pen on screen icon Reliability
Step to
complete task
is always
based on a
Stress, logical
Mental sequence
Feedback on
Fatigue, the
1) enough completion of
Negative Point time for sequence of
service pointing the steps is clear
Emotions (finger)service elements of Error
icon the interface messages or
(Response icon should be left warnings are
and clear
Terminology
Movement of information
is consistent ,
Time) appropriate
and clear
Press (finger) service Very easy to
use (reduced
service icon icon learning time)
Proper
1) enough response time
space according to
between the the users
Upper limbs Press style pen service distinct requirements
elements of Accuracy and
impairment on screen icon the graphic Reliability
interface Step to
should be left complete task
is always
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
based on a
logical
sequence
Feedback on
the
completion of
sequence of
steps is clear
Error
messages or
warnings are
clear
Terminology
of information
is consistent ,
appropriate
and clear
Proper
Release (finger) service response time
service icon icon according to
the users
requirements
Accuracy
Feedback on
the
1) enough completion of
space sequence of
between the steps is clear
Upper limbs Release style pen service distinct Error
impairment on screen icon elements of messages or
the graphic warnings are
interface clear
should be left Terminology
of information
is consistent ,
appropriate
and clear
Select Locate(eyes) recipe Getting
started has to
recipe recipe icon icon be easy in
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
1) avoid the terms of:
use of - location of
elements with the button,
a very number of
sophisticated tasks,
look, these - response
elements time of the
could result system,
unfamiliar for - warning
the users about
Cognitive 2) the potential
physical problems
impairment Locate(eyes) recipe controllers - security
(Reaction recipe icon icon should be - reliability
near the
time) corresponding
elements.
3) all the
elements (e.g.
in Braille for
users with
visual
impairments)
should use
identification
tags
Stress,
Mental
Fatigue,
Negative
Emotions 1) enough
time for
(Visual Locate(eyes) recipe locating the
Attention recipe icon icon elements of
the interface
& should be left
Perception
and
Reaction
Time)
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Point Very easy to
recipe use (reduced
(finger)recipe learning time)
icon Proper
icon response time
according to
1) enough the users
space requirements
between the Accuracy and
Upper limbs Point with style recipe distinct Reliability
elements of Step to
impairment pen on screen icon the graphic complete task
interface is always
should be left based on a
logical
Stress, sequence
Feedback on
Mental the
completion of
Fatigue, sequence of
1) enough steps is clear
Negative Point time for Error
recipe pointing the messages or
Emotions (finger)recipe elements of warnings are
icon the interface clear
(Response icon should be left Terminology
and of information
is consistent ,
Movement appropriate
Time) and clear
Very easy to
Press (finger) recipe use (reduced
recipe icon icon learning time)
Proper
response time
according to
1) enough the users
space requirements
between the Accuracy and
Upper limbs Press style pen recipe distinct Reliability
impairment on screen icon elements of Step to
the graphic complete task
interface is always
should be left based on a
logical
sequence
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Feedback on
the
completion of
sequence of
steps is clear
Error
messages or
warnings are
clear
Terminology
of information
is consistent ,
appropriate
and clear
Proper
Release (finger) recipe response time
recipe icon icon according to
the users
requirements
Accuracy
Feedback on
the
1) enough completion of
space sequence of
between the steps is clear
Upper limbs Release style pen recipe distinct Error
impairment on screen icon elements of messages or
the graphic warnings are
interface clear
should be left Terminology
of information
is consistent ,
appropriate
and clear
Select Locate(eyes) ingredient Getting
started has to
ingredient ingredient icon icon be easy in
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
1) avoid the terms of:
use of - location of
elements with the button,
a very number of
sophisticated tasks,
look, these - response
elements time of the
could result system,
unfamiliar for - warning
the users about
Cognitive 2) the potential
physical problems
impairment Locate(eyes) ingredient controllers - security
(Reaction ingredient icon icon should be - reliability
near the
time) corresponding
elements.
3) all the
elements (e.g.
in Braille for
users with
visual
impairments)
should use
identification
tags
Stress,
Mental
Fatigue,
Negative
Emotions 1) enough
time for
(Visual Locate(eyes) ingredient locating the
Attention ingredient icon icon elements of
the interface
& should be left
Perception
and
Reaction
Time)
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Point Very easy to
ingredient use (reduced
(finger)ingredient learning time)
icon Proper
icon response time
according to
1) enough the users
space requirements
between the Accuracy and
Upper limbs Point with style ingredient distinct Reliability
elements of Step to
impairment pen on screen icon the graphic complete task
interface is always
should be left based on a
logical
Stress, sequence
Feedback on
Mental the
completion of
Fatigue, sequence of
1) enough steps is clear
Negative Point time for Error
ingredient pointing the messages or
Emotions (finger)ingredient elements of warnings are
icon the interface clear
(Response icon should be left Terminology
and of information
is consistent ,
Movement appropriate
Time) and clear
Very easy to
Press (finger) ingredient use (reduced
ingredient icon icon learning time)
Proper
response time
according to
1) enough the users
space requirements
between the Accuracy and
Upper limbs Press style pen ingredient distinct Reliability
impairment on screen icon elements of Step to
the graphic complete task
interface is always
should be left based on a
logical
sequence
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Feedback on
the
completion of
sequence of
steps is clear
Error
messages or
warnings are
clear
Terminology
of information
is consistent ,
appropriate
and clear
Proper
Release (finger) ingredient response time
ingredient icon icon according to
the users
requirements
Accuracy
Feedback on
the
1) enough completion of
space sequence of
between the steps is clear
Upper limbs Release style pen ingredient distinct Error
impairment on screen icon elements of messages or
the graphic warnings are
interface clear
should be left Terminology
of information
is consistent ,
appropriate
and clear
Select Locate(eyes) procedure Getting
started has to
procedure procedure icon icon be easy in
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
1) avoid the terms of:
use of - location of
elements with the button,
a very number of
sophisticated tasks,
look, these - response
elements time of the
could result system,
unfamiliar for - warning
the users about
Cognitive 2) the potential
physical problems
impairment Locate(eyes) procedure controllers - security
(Reaction procedure icon icon should be - reliability
near the
time) corresponding
elements.
3) all the
elements (e.g.
in Braille for
users with
visual
impairments)
should use
identification
tags
Stress,
Mental
Fatigue,
Negative
Emotions 1) enough
time for
(Visual Locate(eyes) procedure locating the
Attention procedure icon icon elements of
the interface
& should be left
Perception
and
Reaction
Time)
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Point Very easy to
procedure use (reduced
(finger)procedure learning time)
icon Proper
icon response time
according to
1) enough the users
space requirements
between the Accuracy and
Upper limbs Point with style procedure distinct Reliability
elements of Step to
impairment pen on screen icon the graphic complete task
interface is always
should be left based on a
logical
Stress, sequence
Feedback on
Mental the
completion of
Fatigue, sequence of
1) enough steps is clear
Negative Point time for Error
procedure pointing the messages or
Emotions (finger)procedure elements of warnings are
icon the interface clear
(Response icon should be left Terminology
and of information
is consistent ,
Movement appropriate
Time) and clear
Very easy to
Press (finger) procedure use (reduced
procedure icon icon learning time)
Proper
response time
according to
1) enough the users
space requirements
between the Accuracy and
Upper limbs Press style pen procedure distinct Reliability
impairment on screen icon elements of Step to
the graphic complete task
interface is always
should be left based on a
logical
sequence
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Feedback on
the
completion of
sequence of
steps is clear
Error
messages or
warnings are
clear
Terminology
of information
is consistent ,
appropriate
and clear
Proper
Release (finger) procedure response time
procedure icon icon according to
the users
requirements
Accuracy
Feedback on
the
1) enough completion of
space sequence of
between the steps is clear
Upper limbs Release style pen procedure distinct Error
impairment on screen icon elements of messages or
the graphic warnings are
interface clear
should be left Terminology
of information
is consistent ,
appropriate
and clear
Select Select Locate(eyes) service Getting
started has to
recipes service service icon icon be easy in
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
1) avoid the terms of:
use of - location of
elements with the button,
a very number of
sophisticated tasks,
look, these - response
elements time of the
could result system,
unfamiliar for - warning
the users about
Cognitive 2) the potential
physical problems
impairment Locate(eyes) service controllers - security
(Reaction service icon icon should be - reliability
near the
time) corresponding
elements.
3) all the
elements (e.g.
in Braille for
users with
visual
impairments)
should use
identification
tags
Stress,
Mental
Fatigue,
Negative
Emotions 1) enough
time for
(Visual Locate(eyes) service locating the
Attention service icon icon elements of
the interface
& should be left
Perception
and
Reaction
Time)
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Point Very easy to
service use (reduced
(finger)service learning time)
icon Proper
icon response time
according to
1) enough the users
space requirements
between the Accuracy and
Upper limbs Point with style service distinct Reliability
elements of Step to
impairment pen on screen icon the graphic complete task
interface is always
should be left based on a
logical
Stress, sequence
Feedback on
Mental the
completion of
Fatigue, sequence of
1) enough steps is clear
Negative Point time for Error
service pointing the messages or
Emotions (finger)service elements of warnings are
icon the interface clear
(Response icon should be left Terminology
and of information
is consistent ,
Movement appropriate
Time) and clear
Very easy to
Press (finger) service use (reduced
service icon icon learning time)
Proper
response time
according to
1) enough the users
space requirements
between the Accuracy and
Upper limbs Press style pen service distinct Reliability
impairment on screen icon elements of Step to
the graphic complete task
interface is always
should be left based on a
logical
sequence
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Feedback on
the
completion of
sequence of
steps is clear
Error
messages or
warnings are
clear
Terminology
of information
is consistent ,
appropriate
and clear
Proper
Release (finger) service response time
service icon icon according to
the users
requirements
Accuracy
Feedback on
the
1) enough completion of
space sequence of
between the steps is clear
Upper limbs Release style pen service distinct Error
impairment on screen icon elements of messages or
the graphic warnings are
interface clear
should be left Terminology
of information
is consistent ,
appropriate
and clear
Select Locate(eyes) photo Getting
started has to
photo photo icon icon be easy in
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
1) avoid the terms of:
use of - location of
elements with the button,
a very number of
sophisticated tasks,
look, these - response
elements time of the
could result system,
unfamiliar for - warning
the users about
Cognitive 2) the potential
physical problems
impairment Locate(eyes) photo controllers - security
(Reaction photo icon icon should be - reliability
near the
time) corresponding
elements.
3) all the
elements (e.g.
in Braille for
users with
visual
impairments)
should use
identification
tags
Stress,
Mental
Fatigue,
Negative
Emotions 1) enough
time for
(Visual Locate(eyes) photo locating the
Attention photo icon icon elements of
the interface
& should be left
Perception
and
Reaction
Time)
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Point Very easy to
photo use (reduced
(finger)photo learning time)
icon Proper
icon response time
according to
1) enough the users
space requirements
between the Accuracy and
Upper limbs Point with style photo distinct Reliability
elements of Step to
impairment pen on screen icon the graphic complete task
interface is always
should be left based on a
logical
Stress, sequence
Feedback on
Mental the
completion of
Fatigue, sequence of
1) enough steps is clear
Negative Point time for Error
photo pointing the messages or
Emotions (finger)photo elements of warnings are
icon the interface clear
(Response icon should be left Terminology
and of information
is consistent ,
Movement appropriate
Time) and clear
Very easy to
Press (finger) photo use (reduced
photo icon icon learning time)
Proper
response time
according to
1) enough the users
space requirements
between the Accuracy and
Upper limbs Press style pen photo distinct Reliability
impairment on screen icon elements of Step to
the graphic complete task
interface is always
should be left based on a
logical
sequence
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Feedback on
the
completion of
sequence of
steps is clear
Error
messages or
warnings are
clear
Terminology
of information
is consistent ,
appropriate
and clear
Proper
Release (finger) photo response time
photo icon icon according to
the users
requirements
Accuracy
Feedback on
the
1) enough completion of
space sequence of
between the steps is clear
Upper limbs Release style pen photo distinct Error
impairment on screen icon elements of messages or
the graphic warnings are
interface clear
should be left Terminology
of information
is consistent ,
appropriate
and clear
Select Select Locate(eyes) Getting
item icon started has to
shopping item item icon be easy in
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
list 1) avoid the terms of:
use of - location of
elements with the button,
a very number of
sophisticated tasks,
look, these - response
elements time of the
could result system,
unfamiliar for - warning
the users about
Cognitive 2) the potential
physical problems
impairment Locate(eyes) controllers - security
item icon should be - reliability
(Reaction item icon near the
time) corresponding
elements.
3) all the
elements (e.g.
in Braille for
users with
visual
impairments)
should use
identification
tags
Stress,
Mental
Fatigue,
Negative
Emotions 1) enough
time for
(Visual Locate(eyes) locating the
item icon elements of
Attention item icon the interface
& should be left
Perception
and
Reaction
Time)
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
Very easy to
Point (finger)item use (reduced
item icon learning time)
icon Proper
response time
1) enough according to
space the users
between the requirements
Upper limbs Point with style distinct Accuracy and
item icon elements of Reliability
impairment pen on screen the graphic Step to
interface complete task
should be left is always
based on a
logical
Stress, sequence
Mental Feedback on
the
Fatigue, completion of
1) enough sequence of
Negative time for steps is clear
Point (finger)item pointing the Error
Emotions item icon elements of messages or
icon the interface warnings are
(Response should be left clear
and Terminology
of information
Movement is consistent ,
Time) appropriate
and clear
Very easy to
Press (finger) use (reduced
item icon learning time)
item icon Proper
response time
according to
1) enough the users
space requirements
between the Accuracy and
Upper limbs Press style pen distinct Reliability
item icon elements of Step to
impairment on screen the graphic complete task
interface is always
should be left based on a
logical
sequence
Feedback on
Cognitive
P&B state
state
affecting the Accessibility Acceptability
Primitive tasks affecting the Primitive
primitive attributes attributes
Sector Task Subtask (numbers indicate primitive Disability/AT Alternative Task task
tasks and and
alternatives) tasks Object
involved in parameters parameters
involved in
this subtask
this subtask
the
completion of
sequence of
steps is clear
Error
messages or
warnings are
clear
Terminology
of information
is consistent ,
appropriate
and clear
Proper
Release (finger) response time
item icon according to
item icon the users
requirements
Accuracy
Feedback on
the
1) enough completion of
space sequence of
between the steps is clear
Upper limbs Release style pen distinct Error
item icon elements of messages or
impairment on screen the graphic warnings are
interface clear
should be left Terminology
of information
is consistent ,
appropriate
and clear
P&B state
Cognitive state
affecting the
Primitive affecting the
Primitive primitive Alternative Alternative Alternative
Task Modality task primitive tasks Disability/AT
tasks tasks Task modality Task Object
object involved in this
involved in
subtask
this subtask
Locate
Touch
(eyes) touch Vision
screen
screen
Hear (ears)
Perception (Visual) Low vision Hearing Loudspeaker
message
Hear (ears)
Perception (Visual) Low vision Hearing Loudspeaker
ok
Button OK
Point
on the
(finger) ok Motor
Touch
button
screen
P&B state
Cognitive state
affecting the
Primitive affecting the
Primitive primitive Alternative Alternative Alternative
Task Modality task primitive tasks Disability/AT
tasks tasks Task modality Task Object
object involved in this
involved in
subtask
this subtask
P&B state
Cognitive state
affecting the
Primitive affecting the
Primitive primitive Alternative Alternative Alternative
Task Modality task primitive tasks Disability/AT
tasks tasks Task modality Task Object
object involved in this
involved in
subtask
this subtask
P&B state
Cognitive state
affecting the
Primitive affecting the
Primitive primitive Alternative Alternative Alternative
Task Modality task primitive tasks Disability/AT
tasks tasks Task modality Task Object
object involved in this
involved in
subtask
this subtask
Release
Cognitive Button OK on
(finger or
impairment Motor the Touch
style pen) ok
(Reaction time) screen
button
Stress (Acute,
High, Chronic),
Mental
fatigue,
Release
Negative Button OK on
(finger or
emotions Motor the Touch
style pen) ok
affect on screen
button
Motor
Response
Time and
Performance
Release
Button OK on
Upper limbs (finger or
Motor the Touch
impairment style pen) ok
screen
button
Text
Answer to Locate
Window on
automatic (eyes) text Vision
the Touch
questions window
screen
P&B state
Cognitive state
affecting the
Primitive affecting the
Primitive primitive Alternative Alternative Alternative
Task Modality task primitive tasks Disability/AT
tasks tasks Task modality Task Object
object involved in this
involved in
subtask
this subtask
Hear (ears)
Perception (Visual) Low vision Hearing Loudspeaker
question
Answer
Locate Buttons on
(eyes) the Touch
Vision
answer Screen
button (Well, Not
Well)
Hear (ears)
Perception (Visual) Low vision Hearing Loudspeaker
answer
Point Answer
(finger) Button on
Motor
answer the Touch
button screen
Point (finger
Cognitive Answer
or style pen)
impairment Motor Button on the
answer
(Reaction time) Touch screen
button
P&B state
Cognitive state
affecting the
Primitive affecting the
Primitive primitive Alternative Alternative Alternative
Task Modality task primitive tasks Disability/AT
tasks tasks Task modality Task Object
object involved in this
involved in
subtask
this subtask
Stress (Acute,
High, Chronic),
Mental
fatigue,
Point (finger
Negative Answer
or style pen)
emotions Motor Button on the
answer
affect on Touch screen
button
Motor
Response
Time and
Performance
Point (finger
Answer
Upper limbs or style pen)
Motor Button on the
impairment answer
Touch screen
button
Press Answer
(finger) Button on
Motor
answer the Touch
button screen
Press (finger
Cognitive Answer
or style pen)
impairment Motor Button on the
answer
(Reaction time) Touch screen
button
P&B state
Cognitive state
affecting the
Primitive affecting the
Primitive primitive Alternative Alternative Alternative
Task Modality task primitive tasks Disability/AT
tasks tasks Task modality Task Object
object involved in this
involved in
subtask
this subtask
Stress (Acute,
High, Chronic),
Mental
fatigue,
Press (finger
Negative Answer
or style pen)
emotions Motor Button on the
answer
affect on Touch screen
button
Motor
Response
Time and
Performance
Press (finger
Answer
Upper limbs or style pen)
Motor Button on the
impairment answer
Touch screen
button
Release Answer
(finger) Button on
Motor
answer the Touch
button screen
P&B state
Cognitive state
affecting the
Primitive affecting the
Primitive primitive Alternative Alternative Alternative
Task Modality task primitive tasks Disability/AT
tasks tasks Task modality Task Object
object involved in this
involved in
subtask
this subtask
Release
Cognitive (finger or Answer
impairment style pen) Motor Button on the
(Reaction time) answer Touch screen
button
Stress (Acute,
High, Chronic),
Mental
fatigue, Release
Negative (finger or Answer
emotions style pen) Motor Button on the
affect on answer Touch screen
Motor button
Response
Time and
Performance
Release
(finger or Answer
Upper limbs
style pen) Motor Button on the
impairment
answer Touch screen
button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Cognitive
impairment Locate Sound
Locate Sound Option
(Reaction Option
Sound Vision Sound Option time)
Option
Hear spoken
Perception Vision Loudspeaker/Sound
message/locate Hearing
(Visual) Impaired option
Configure the Sound option
application Vision Hear spoken
Select sound Perception Loudspeaker/Sound
Vision Sound Option Impaired/scr message/Select Hearing
option (Visual) option
een reader sound option
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Negative Press sound
Sound option
emotions option
affect on
Motor
Response
Time and
Performance
Speak voice
Perception Vision Microphone/Sound
command/Press Speech
(Visual) Impaired option
sound option
Speak voice
Upper limb Microphone/Sound
command/Press Speech
impaired option
sound option
Release
sound Motor Sound Option Hear spoken
Perception Vision Loudspeaker/sound
option message/Releas Hearing
(Visual) Impaired option
e sound option
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Cognitive
impairment Release sound
Sound option
(Reaction option
time)
Cognitive
Locate sound
impairment sound activation
activation
Locate (Reaction button
sound button
sound time)
Vision activation
activation Hear spoken
button
button message/locate
Perception Vision Loudspeaker/ sound
sound Hearing
(Visual) Impaired activation button
activation
button
Hear spoken
Select sound sound Vision message/Select
Perception Loudspeaker/Sound
activation Vision activation Impaired/scr sound Hearing
(Visual) activation button
button button een reader activation
button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Press sound
Negative Sound activation
activation
emotions button
button
affect on
Motor
Response
Time and
Performance
Speak voice
command/Press
Perception Vision Microphone/Sound
sound Speech
(Visual) Impaired activation button
activation
button
Speak voice
command/Press
Upper limb Microphone/Sound
sound Speech
impaired activation button
activation
button
Locate Vision sound
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
sound deactivation Cognitive
Locate sound
deactivation button impairment sound deactivation
deactivation
button (Reaction button
button
time)
Hear spoken
message/locate
Perception Vision Loudspeaker/ sound
sound Hearing
(Visual) Impaired deactivation button
deactivation
button
Hear spoken
Select sound sound Vision message/Select
Perception Loudspeaker/Sound
deactivation Vision deactivation Impaired/scr sound Hearing
(Visual) deactivation button
button button een reader deactivation
button
Cognitive
Press sound
impairment Sound deactivation
deactivation
(Reaction button
Press sound sound button
time)
deactivation Motor deactivation
button button Speak voice
command/Press
Perception Vision Sound deactivation
sound
(Visual) Impaired button
deactivation
button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Press sound
Negative Sound deactivation
deactivation
emotions button
button
affect on
Motor
Response
Time and
Performance
Speak voice
command/Press
Upper limb Microphone/Sound
sound Speech
impaired deactivation button
deactivation
button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Cognitive
Release sound
impairment Sound activation
activation
(Reaction button
button
time)
Hear spoken
message/Releas
Perception Vision Loudspeaker/sound
Release e sound Hearing
sound (Visual) Impaired deactivation button
sound deactivation
Motor deactivation
deactivation button
button
button
Cognitive
Release sound
impairment Sound deactivation
deactivation
(Reaction button
button
time)
Cognitive
impairment Locate back
back button
Locate back (Reaction button
Vision back button time)
button
Hear spoken
Perception Vision Loudspeaker/ back
message/locate Hearing
(Visual) Impaired button
back button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Vision Hear spoken
Select back Perception Loudspeaker/Back
Vision back button Impaired/scr message/Select Hearing
button (Visual) button
een reader back button
Cognitive
impairment Press back
Back button
(Reaction button
time)
Speak voice
Perception Vision Microphone/Back
command/Press Speech
(Visual) Impaired button
back button
Stress (Acute,
Press back High,
Motor back button
button Chronic),
Mental
fatigue,
Negative Press back
Back button
emotions button
affect on
Motor
Response
Time and
Performance
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Speak voice
Upper limb Microphone/Back
command/Press Speech
impaired button
back button
Hear spoken
Perception Vision Loudspeaker/Back
message/Releas Hearing
Release (Visual) Impaired button
Motor back button e back button
back button
Cognitive
impairment Release back
Back button
(Reaction button
time)
Vibration option
Cognitive
Locate impairment Locate vibration
vibration Vibration option
vibration Vision (Reaction option
option
option time)
Hear spoken
Perception Vision Loudspeaker/Vibration
message/locate Hearing
(Visual) Impaired option
touch screen
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Cognitive
impairment Press vibration
vibration option
(Reaction option
time)
Stress (Acute,
High,
Chronic),
Mental
Press fatigue,
vibration Negative Press vibration
vibration Motor vibration option
option emotions option
option
affect on
Motor
Response
Time and
Performance
Speak voice
Perception Vision Microphone/vibration
command/Press Speech
(Visual) Impaired option
vibration option
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Speak voice
Upper limb Microphone/vibration
command/Press Speech
impaired option
vibration option
Hear spoken
Perception Vision message/Releas Loudspeaker/
Hearing
Release (Visual) Impaired e vibration vibration option
vibration
vibration Motor option
option
option
Cognitive
impairment Release
vibration option
(Reaction vibration option
time)
Cognitive Locate
impairment vibration vibration activation
Locate (Reaction activation button
vibration time) button
vibration
Vision activation
activation
button Hear spoken
button
message/locate Loudspeaker/
Perception Vision
vibration Hearing vibration activation
(Visual) Impaired
activation button
button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Hear spoken
Select
vibration Vision message/Select
vibration Perception Loudspeaker/vibration
Vision activation Impaired/scr vibration Hearing
activation (Visual) activation button
button een reader activation
button
button
Cognitive
Press vibration
impairment vibration activation
activation
(Reaction button
button
time)
Stress (Acute,
Press High,
vibration Chronic),
vibration
Motor activation Mental
activation
button fatigue,
button Press vibration
Negative vibration activation
activation
emotions button
button
affect on
Motor
Response
Time and
Performance
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Speak voice
command/Press
Perception Vision Microphone/vibration
vibration Speech
(Visual) Impaired activation button
activation
button
Speak voice
command/Press
Upper limb Microphone/vibration
vibration Speech
impaired activation button
activation
button
Cognitive Locate
impairment vibration vibration deactivation
Locate (Reaction deactivation button
vibration time) button
vibration
Vision deactivation
deactivation
button Hear spoken
button
message/locate Loudspeaker/
Perception Vision
vibration Hearing vibration deactivation
(Visual) Impaired
deactivation button
button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Hear spoken
Select
vibration Vision message/Select
vibration Perception Loudspeaker/vibration
Vision deactivation Impaired/scr vibration Hearing
deactivation (Visual) deactivation button
button een reader deactivation
button
button
Cognitive
Press sound
impairment vibration deactivation
deactivation
(Reaction button
button
time)
Speak voice
command/Press
Perception Vision Microphone/vibration
Press sound Speech
vibration (Visual) Impaired deactivation button
vibration deactivation
Motor deactivation button
deactivation
button
button Stress (Acute,
High,
Chronic),
Mental Press vibration
Vibration deactivation
fatigue, deactivation
button
Negative button
emotions
affect on
Motor
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Response
Time and
Performance
Speak voice
command/Press
Upper limb Microphone/vibration
vibration Speech
impaired deactivation button
deactivation
button
Hear spoken
message/Releas
Perception Vision Loudspeaker/vibration
Release e vibration Hearing
vibration (Visual) Impaired activation button
vibration activation
Motor activation button
activation
button
button
Cognitive Release
impairment vibration vibration activation
(Reaction activation button
time) button
Release Motor vibration
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
vibration deactivation Hear spoken
deactivation button message/Releas
button Perception Vision Loudspeaker/vibration
e vibration Hearing
(Visual) Impaired deactivation button
deactivation
button
Cognitive Release
impairment vibration vibration deactivation
(Reaction deactivation button
time) button
Cognitive
impairment Locate back
back button
Locate back (Reaction button
Vision back button time)
button
Hear spoken
Perception Vision Loudspeaker/ back
message/locate Hearing
(Visual) Impaired button
back button
Vision Hear spoken
Select back Perception Loudspeaker/Back
Vision back button Impaired/scr message/Select Hearing
button (Visual) button
een reader back button
Press back Motor back button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
button Cognitive
impairment Press back
Back button
(Reaction button
time)
Speak voice
Perception Vision Microphone/Back
command/Press Speech
(Visual) Impaired button
back button
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Negative Press back
Back button
emotions button
affect on
Motor
Response
Time and
Performance
Speak voice
Upper limb Microphone/Back
command/Press Speech
impaired button
back button
Release Motor back button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
back button
Hear spoken
Perception Vision Loudspeaker/Back
message/Releas Hearing
(Visual) Impaired button
e back button
Cognitive
impairment Release back
Back button
(Reaction button
time)
Cognitive
impairment Locate language
language Option
Locate (Reaction Option
language time)
language Vision
Option
Option
Hear spoken
Perception Vision Loudspeaker/language
message/locate Hearing
(Visual) Impaired option
language option
Press Motor
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
language Cognitive
option impairment Press language
language option
(Reaction option
time)
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Negative Press language
language option
emotions option
affect on
Motor
Response
Time and
Performance
Speak voice
Perception Vision Microphone/language
command/Press Speech
(Visual) Impaired option
language option
Speak voice
Upper limb Microphone/language
command/Press Speech
impaired option
language option
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
language Option Hear spoken
option Perception Vision message/Releas Loudspeaker/language
Hearing
(Visual) Impaired e language option
option
Cognitive
Release
impairment
vibration language option
(Reaction
language option
time)
Cognitive
impairment Locate combo
Combo box
(Reaction box
Locate time)
Vision combo box
combo box
Hear spoken
Vision message/locate Loudspeaker/Combo
Hearing
Impaired Combo box box
selection
Select Cognitive
Vision combo box impairment Select combo
combo box Combo box
(Reaction box
time)
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Negative Select combo
Combo box
emotions box
affect on
Motor
Response
Time and
Performance
Vision Hear spoken
Loudspeaker/Combo
Impaired/scr message/Select Hearing
box
een reader combo box
Speak voice
Upper limb Microphone/Combo
command/Selec Speech
impaired box
t combo box
Hear spoken
Select Vision
Perception message/Select Loudspeaker/combo
combo box Vision combo box Impaired/scr Hearing
(Visual) combo box box option
option een reader
option
Press Motor combo box
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
combo box option Cognitive
option impairment Press combo
combo box option
(Reaction box option
time)
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Negative Press combo
combo box option
emotions box option
affect on
Motor
Response
Time and
Performance
Speak voice
Vision command/Press Microphone/Combo
Speech
Impaired combo box box option
option
Speak voice
Upper limb command/Press Microphone/Combo
Speech
impaired combo box box option
option
Release Motor combo box
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
combo box option Hear spoken
option Perception Vision message/Releas Loudspeaker/combo
Hearing
(Visual) Impaired e combo box box option
option
Cognitive
impairment Release combo
combo box option
(Reaction box option
time)
Cognitive
impairment Locate back
back button
Locate back (Reaction button
Vision back button time)
button
Hear spoken
Perception Vision Loudspeaker/ back
message/locate Hearing
(Visual) Impaired button
back button
Vision Hear spoken
Select back Perception Loudspeaker/Back
Vision back button Impaired/scr message/Select Hearing
button (Visual) button
een reader back button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Speak voice
Perception Vision Microphone/Back
command/Press Speech
(Visual) Impaired button
back button
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Negative Press back
Back button
emotions button
affect on
Motor
Response
Time and
Performance
Speak voice
Upper limb Microphone/Back
command/Press Speech
impaired button
back button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Cognitive
impairment Release back
Back button
(Reaction button
time)
Cognitive
Locate
impairment
questionnaire questionnaire option
(Reaction
Locate option
questionnaire time)
questionnair Vision
option
e option Hear spoken
Questionnaire
s on health Perception Vision message/locate Loudspeaker/question
Hearing
status (Visual) Impaired questionnaire naire option
(different option
types, e.g.have
you taken your Hear spoken
medication?, Select Vision
questionnaire Perception message/Select Loudspeaker/question
do you feel questionnair Vision
option (Visual)
Impaired/scr
questionnaire
Hearing
naire option
well today?) e option een reader
option
Press Cognitive
questionnaire /Press
questionnair Motor impairment
option questionnaire questionnaire option
e option (Reaction
option
time)
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Press
Negative
questionnaire questionnaire option
emotions
option
affect on
Motor
Response
Time and
Performance
Speak voice
Perception Vision command/Press Microphone/question
Speech
(Visual) Impaired questionnaire naire option
option
Speak voice
Upper limb command/Press Microphone/question
Speech
impaired questionnaire naire option
option
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
questionnair option
e option Hear spoken
Perception Vision message/Releas Loudspeaker/question
Hearing
(Visual) Impaired e questionnaire naire option
option
Cognitive
Release
impairment
questionnaire questionnaire option
(Reaction
option
time)
Cognitive
impairment
Locate text field Text field
Locate text (Reaction
Vision text field time)
field
Hear spoken
Perception Vision
message/locate Hearing Loudspeaker/Text field
(Visual) Impaired
text field
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Negative
Read text field Text field
emotions
affect on
Motor
Response
Time and
Performance
Hear spoken
Perception Vision Loudspeaker/ Text
message/ read Hearing
(Visual) Impaired field
text field
Cognitive
impairment Locate answer
answer button
Locate (Reaction button
answer time)
answer Vision
button
button
Hear spoken
Perception Vision Loudspeaker/ answer
message/locate Hearing
(Visual) Impaired button
answer button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Cognitive
impairment Press answer
answer button
(Reaction button
time)
Speak voice
Perception Vision Microphone/answer
command/Press Speech
(Visual) Impaired button
answer button
Press
answer Stress (Acute,
answer Motor
button High,
button
Chronic),
Mental
fatigue,
Negative Press answer
answer button
emotions button
affect on
Motor
Response
Time and
Performance
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Speak voice
Upper limb Microphone/answer
command/Press Speech
impaired button
answer button
Hear spoken
Perception Vision message/Releas Loudspeaker/Answer
Hearing
Release (Visual) Impaired e Answer button
answer
answer Motor button
button
button
Cognitive
impairment Release Answer
Answer button
(Reaction button
time)
Cognitive
impairment Locate back
back button
Locate back (Reaction button
Vision back button time)
button
Hear spoken
Perception Vision Loudspeaker/ back
message/locate Hearing
(Visual) Impaired button
back button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Vision Hear spoken
Select back Perception Loudspeaker/Back
Vision back button Impaired/scr message/Select Hearing
button (Visual) button
een reader back button
Cognitive
impairment Press back
Back button
(Reaction button
time)
Speak voice
Perception Vision Microphone/Back
command/Press Speech
(Visual) Impaired button
back button
Stress (Acute,
Press back High,
Motor back button
button Chronic),
Mental
fatigue,
Negative Press back
Back button
emotions button
affect on
Motor
Response
Time and
Performance
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Speak voice
Upper limb Microphone/Back
command/Press Speech
impaired button
back button
Hear spoken
Perception Vision Loudspeaker/Back
message/Releas Hearing
Release (Visual) Impaired button
Motor back button e back button
back button
Cognitive
impairment Release back
Back button
(Reaction button
time)
Take
measurements Cognitive Locate on
on demand impairment demand on demand
(the user Locate on (Reaction measurements measurements Option
on demand time) option
decides to demand
Vision measurement
take a measureme
s option Hear spoken
measurement nts option
message/locate Loudspeaker/on
of a vital sign, Perception Vision
on demand Hearing demand
e.g. blood (Visual) Impaired
measurements measurements option
pressure)
option
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Hear spoken
Select on
on demand Vision message/Select Loudspeaker/on
demand Perception
Vision measurement Impaired/scr on demand Hearing demand
measureme (Visual)
s option een reader measurements measurements option
nts option
option
Cognitive Press on
impairment demand on demand
(Reaction measurements measurements option
time) option
Stress (Acute,
Press on High,
on demand
demand Chronic),
Motor measurement
measureme Mental
s option
nts option fatigue, Press on
Negative demand on demand
emotions measurements measurements option
affect on option
Motor
Response
Time and
Performance
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Speak voice
command/Press Microphone/on
Perception Vision
on demand Speech demand
(Visual) Impaired
measurements measurements option
option
Speak voice
command/Press Microphone/on
Upper limb
on demand Speech demand
impaired
measurements measurements option
option
Hear spoken
message/Releas Loudspeaker/ on
Perception Vision
Release on e on demand Hearing demand
on demand (Visual) Impaired
demand measurements measurements option
Motor measurement option
measureme
s option
nts option
Cognitive Release on
impairment demand on demand
(Reaction measurements measurements option
time) option
Locate Vision measurement
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
measureme button Cognitive
Locate
nt button impairment
measurement Measurement button
(Reaction
button
time)
Hear spoken
Vision message/locate Loudspeaker/Measure
Hearing
Impaired measurement ment button
button
Hear spoken
Select Vision
measurement Perception message/Select Loudspeaker/measure
measureme Vision Impaired/scr Hearing
button (Visual) measurement ment button
nt button een reader
button
Measurement button
Press
measurement Cognitive
measureme Motor Press
button impairment
nt button measurement Measurement button
(Reaction
button
time)
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Speak voice
Perception Vision command/Press Microphone/Measure
Speech
(Visual) Impaired measurement ment button
button
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Press
Negative
measurement Measurement button
emotions
button
affect on
Motor
Response
Time and
Performance
Speak voice
Upper limb command/Press Microphone/Measure
Speech
impaired measurement ment button
button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
measureme button
nt button Hear spoken
Perception Vision message/Releas Loudspeaker/Measure
Hearing
(Visual) Impaired e measurement ment button
button
Cognitive
Release
impairment
measurement Measurement button
(Reaction
button
time)
Cognitive
impairment Locate
instruction field
Locate (Reaction instruction field
instruction time)
instruction Vision
field
field
Hear spoken
Perception Vision Loudspeaker/instructi
message/locate Hearing
(Visual) Impaired on field
instruction field
Read Cognitive
instruction
Instruction Vision impairment Read
field Instruction field
field (Reaction Instruction field
time)
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Negative Read
Instruction field
emotions Instruction field
affect on
Motor
Response
Time and
Performance
Hear spoken
Perception Vision Loudspeaker/Instructi
message/ read Hearing
(Visual) Impaired on field
Instruction field
Cognitive
impairment Locate start
start button
Locate start (Reaction button
Vision start button time)
button
Hear spoken
Vision Loudspeaker/start
message/locate Hearing
Impaired button
start button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Vision Hear spoken
Select start Perception Loudspeaker/start
Vision start button Impaired/scr message/Select Hearing
button (Visual) button
een reader start button
Press
Cognitive
impairment Press Start
Start button Start button
(Reaction button
time)
Speak voice
Perception Vision Microphone/Start
command/Press Speech
(Visual) Impaired button
Start button
Stress (Acute,
Motor start button High,
Chronic),
Mental
fatigue,
Negative Press Start
Start button
emotions button
affect on
Motor
Response
Time and
Performance
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Speak voice
Upper limb Microphone/Start
command/Press Speech
impaired button
Start button
Cognitive
impairment Locate back
back button
Locate back (Reaction button
Vision back button time)
button
Hear spoken
Perception Vision Loudspeaker/ back
message/locate Hearing
(Visual) Impaired button
back button
Vision Hear spoken
Select back Perception Loudspeaker/Back
Vision back button Impaired/scr message/Select Hearing
button (Visual) button
een reader back button
Press
Cognitive
impairment Press back
Back button Back button
(Reaction button
Motor back button time)
Speak voice
Perception Vision Microphone/Back
command/Press Speech
(Visual) Impaired button
back button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Negative Press back
Back button
emotions button
affect on
Motor
Response
Time and
Performance
Speak voice
Upper limb Microphone/Back
command/Press Speech
impaired button
back button
Hear spoken
Perception Vision Loudspeaker/Back
message/Releas Hearing
(Visual) Impaired button
Release e Back button
Motor back button
Back button
Cognitive
impairment Release Back
Back button
(Reaction button
time)
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Hear spoken
Perception Vision Loudspeaker/Start
message/Releas Hearing
(Visual) Impaired button
Release e Start button
Motor Start button
Start button
Cognitive
impairment Release Start
Start button
(Reaction button
time)
Cognitive
impairment Locate feedback
feedback text
Locate (Reaction text
feedback Vision feedback text time)
text
Hear spoken
Perception Vision Loudspeaker/feedback
message/locate Hearing
(Visual) Impaired text
feedback text
Read Cognitive
feedback Vision feedback text impairment Read feedback
text feedback text
(Reaction text
time)
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Negative Read feedback
feedback text
emotions text
affect on
Motor
Response
Time and
Performance
Hear spoken
Perception Vision Loudspeaker/
message/ read Hearing
(Visual) Impaired feedback text
feedback text
Cognitive
impairment Locate OK
OK button
Locate OK (Reaction button
Vision OK button time)
button
Hear spoken
Perception Vision Loudspeaker/ OK
message/locate Hearing
(Visual) Impaired button
OK button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Vision Hear spoken
Select OK Perception Loudspeaker/OK
Vision OK button Impaired/scr message/Select Hearing
button (Visual) button
een reader OK button
Cognitive
impairment
Press OK button Button (OK)
(Reaction
time)
Speak voice
Perception Vision Microphone/Button
command/Press Speech
(Visual) Impaired (OK)
OK button
Stress (Acute,
Press OK High,
Motor OK button
button Chronic),
Mental
fatigue,
Negative
Press OK button Button (OK)
emotions
affect on
Motor
Response
Time and
Performance
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Speak voice
Upper limb Microphone/Button
command/Press Speech
impaired (OK)
OK button
Hear spoken
Perception Vision Loudspeaker/OK
message/Releas Hearing
(Visual) Impaired button
Release OK e OK button
Motor OK button
button Cognitive
impairment Release OK
OK button
(Reaction button
time)
Automatic
trigger to Take Cognitive
measurements impairment Locate
at period X of Instructions text
Locate (Reaction instructions text
the day (the instructions instructions time)
Vision
system text
text
automatically Hear spoken
Perception Vision Loudspeaker/instructi
triggers the message/locate Hearing
(Visual) Impaired ons text
user to take a instructions text
measurement
at different Read Vision instructions
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
periods of the instructions text Cognitive
day) text impairment Read
Instructions text
(Reaction Instructions text
time)
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Negative Read
Instructions text
emotions Instructions text
affect on
Motor
Response
Time and
Performance
Hear spoken
Perception Vision Loudspeaker/
message/ read Hearing
(Visual) Impaired Instructions text
Instructions text
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Hear spoken
Perception Vision Loudspeaker/ Start
message/locate Hearing
(Visual) Impaired button
Start button
Vision Hear spoken
Select Start Perception Loudspeaker/Start
Vision Start button Impaired/scr message/Select Hearing
button (Visual) button
een reader Start button
Press
Cognitive
impairment Press Start
Start button Start button
(Reaction button
time)
Speak voice
Perception Vision Microphone/Start
command/Press Speech
(Visual) Impaired button
Start button
Motor Start button Stress (Acute,
High,
Chronic),
Mental
fatigue, Press Start
Start button
Negative button
emotions
affect on
Motor
Response
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Time and
Performance
Speak voice
Upper limb Microphone/Start
command/Press Speech
impaired button
Start button
Cognitive
impairment Locate back
back button
Locate back (Reaction button
Vision back button time)
button
Hear spoken
Perception Vision Loudspeaker/ back
message/locate Hearing
(Visual) Impaired button
back button
Vision Hear spoken
Select back Perception Loudspeaker/Back
Vision back button Impaired/scr message/Select Hearing
button (Visual) button
een reader back button
Press Motor back button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Cognitive
impairment Press back
Back button Back button
(Reaction button
time)
Speak voice
Perception Vision Microphone/Back
command/Press Speech
(Visual) Impaired button
back button
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Negative Press back
Back button
emotions button
affect on
Motor
Response
Time and
Performance
Speak voice
Upper limb Microphone/Back
command/Press Speech
impaired button
back button
Release Motor back button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Back button
Hear spoken
Perception Vision Loudspeaker/Back
message/Releas Hearing
(Visual) Impaired button
e Back button
Cognitive
impairment Release Back
Back button
(Reaction button
time)
Hear spoken
Perception Vision Loudspeaker/Start
message/Releas Hearing
(Visual) Impaired button
Release e Start button
Motor Start button
Start button
Cognitive
impairment Release Start
Start button
(Reaction button
time)
Locate Cognitive
feedback Vision feedback text impairment Locate
text feedback text
(Reaction feedback text
time)
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Hear spoken
Perception Vision Loudspeaker/feedback
message/locate Hearing
(Visual) Impaired text
feedback text
Cognitive
impairment Read Feedback
Feedback text
(Reaction text area
time)
Stress (Acute,
High,
Chronic),
Mental
Read
fatigue,
Feedback Vision feedback text
Negative Read
text Feedback text
emotions Instruction field
affect on
Motor
Response
Time and
Performance
Hear spoken
Perception Vision Loudspeaker/
message/ read Hearing
(Visual) Impaired Feedback text
Feedback text
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Cognitive
impairment Locate OK
OK button
Locate OK (Reaction button
Vision OK button time)
button
Hear spoken
Perception Vision Loudspeaker/ OK
message/locate Hearing
(Visual) Impaired button
OK button
Vision Hear spoken
Select OK Perception Loudspeaker/OK
Vision OK button Impaired/scr message/Select Hearing
button (Visual) button
een reader OK button
Cognitive
impairment
Press OK button OK button
Press OK (Reaction
Motor OK button time)
button
Speak voice
Perception Vision Microphone/OK
command/Press Speech
(Visual) Impaired button
OK button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Negative
Press OK button OK button
emotions
affect on
Motor
Response
Time and
Performance
Speak voice
Upper limb Microphone/OK
command/Press Speech
impaired button
OK button
Hear spoken
Perception Vision Loudspeaker/OK
message/Releas Hearing
(Visual) Impaired button
Release OK e OK button
Motor OK button
button Cognitive
impairment Release OK
OK button
(Reaction button
time)
Check Locate Vision Day/week
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
medication option
calendar Day/week Cognitive Locate
option impairment
Day/week option
(Reaction
time) Day/week
option
Hear spoken
Vision message/locate Loudspeaker/Day/wee
Hearing
Impaired Day/week k option
option
Hear spoken
Select Vision
Day/week Perception message/Select Loudspeaker/day/wee
Day/week Vision Impaired/scr Hearing
option (Visual) day/week k option
option een reader
option
Press
Cognitive
Day/week impairment Press Day/week
Day/week option
option (Reaction option
Day/week time)
Motor
option
Speak voice
Perception Vision command/Press Microphone/Day/wee
Speech
(Visual) Impaired Day/week k option
option
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Negative Press Day/week
Day/week option
emotions option
affect on
Motor
Response
Time and
Performance
Speak voice
Upper limb command/Press Microphone/Day/wee
Speech
impaired Day/week k option
option
Hear spoken
Perception Vision message/Releas Loudspeaker/Day/wee
Release Hearing
(Visual) Impaired e Day/week k option
Day/week
Day/week Motor option
option
option
Cognitive
Release
impairment
Day/week Day/week option
(Reaction
option
time)
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Cognitive
impairment
Locate calendar Calendar
Locate (Reaction
Vision calendar time)
calendar
Hear spoken
Perception Vision
message/locate Hearing Loudspeaker/calendar
(Visual) Impaired
calendar
Cognitive
impairment
Read calendar Calendar
(Reaction
time)
Stress (Acute,
High,
Read Chronic),
Vision calendar Mental
calendar
fatigue,
Negative
Read calendar Calendar
emotions
affect on
Motor
Response
Time and
Performance
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Hear spoken
Perception Vision Loudspeaker/
message/ read Hearing
(Visual) Impaired Calendar
Calendar
Cognitive
impairment Locate OK
OK button
Locate OK (Reaction button
Vision OK button time)
button
Hear spoken
Perception Vision Loudspeaker/ OK
message/locate Hearing
(Visual) Impaired button
OK button
Vision Hear spoken
Select OK Perception Loudspeaker/OK
Vision OK button Impaired/scr message/Select Hearing
button (Visual) button
een reader OK button
Cognitive
impairment
Press OK button OK button
Press OK (Reaction
Motor OK button time)
button
Speak voice
Perception Vision Microphone/OK
command/Press Speech
(Visual) Impaired button
OK button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Stress (Acute,
High,
Chronic),
Mental
fatigue,
Negative
Press OK button OK button
emotions
affect on
Motor
Response
Time and
Performance
Speak voice
Upper limb Microphone/OK
command/Press Speech
impaired button
OK button
P&B state
Cognitive
affecting the
state affecting Alternativ
Primitive primitive Alternative
Task Modality Task Object the primitive Disability/AT e Alternative object
tasks tasks Task
tasks involved modality
involved in
in this subtask
this subtask
Cognitive
impairment Release OK
OK button
(Reaction button
time)
Cognitive
P&B state
state affecting
Primitive affecting the Alternative
the primitive Alternative
Task Primitive tasks Modality task primitive Disability/AT Alternative Task Task
tasks involved modality
object tasks involved Object
in this
in this subtask
subtask
Locate(eyes) day
Vision day icon
icon
Cognitive
impairment Locate (eyes) day
Vision day icon
(Reaction icon
Select day time)
Stress, Mental
Fatigue,
Negative Locate(eyes) day
Vision day icon
Emotions icon
(Visual
Attention
Cognitive
P&B state
state affecting
Primitive affecting the Alternative
the primitive Alternative
Task Primitive tasks Modality task primitive Disability/AT Alternative Task Task
tasks involved modality
object tasks involved Object
in this
in this subtask
subtask
&Perception
and Reaction
Time)
Point (finger)day
Motor day icon
icon
Upper limbs Point with style
Motor day icon
impairment pen on screen
Stress, Mental
Fatigue,
Negative
Point (finger)day
Emotions day icon
icon
(Response and
Movement
Time)
Press (finger) day
Motor day icon
icon
Upper limbs Press style pen on
Motor day icon
impairment screen
Release (finger)
Motor day icon
day icon
Upper limbs Release style pen
Motor day icon
impairment on screen
Cognitive
P&B state
state affecting
Primitive affecting the Alternative
the primitive Alternative
Task Primitive tasks Modality task primitive Disability/AT Alternative Task Task
tasks involved modality
object tasks involved Object
in this
in this subtask
subtask
Locate(eyes) meal
Vision meal icon
icon
Cognitive
impairment Locate(eyes) meal
Vision meal icon
(Reaction icon
time)
Stress, Mental
Fatigue,
Negative
Emotions Locate(eyes) meal
Vision meal icon
(Visual icon
Attention &
Select Perception and
meal Reaction Time)
Point (finger)meal
Motor meal icon
icon
Upper limbs Point with style
Motor meal icon
impairment pen on screen
Stress, Mental
Fatigue,
Negative
Point (finger)meal
Emotions meal icon
icon
(Response and
Movement
Time)
Cognitive
P&B state
state affecting
Primitive affecting the Alternative
the primitive Alternative
Task Primitive tasks Modality task primitive Disability/AT Alternative Task Task
tasks involved modality
object tasks involved Object
in this
in this subtask
subtask
Press (finger)
Motor meal icon
meal icon
Upper limbs Press style pen on
Motor meal icon
impairment screen
Release (finger)
Motor meal icon
meal icon
Upper limbs Release style pen
Motor meal icon
impairment on screen
Locate(eyes) service
Vision
service icon icon
Cognitive
impairment Locate(eyes)
Vision service icon
(Reaction service icon
time)
Stress, Mental
Select Fatigue,
service Negative
Emotions Locate(eyes)
Vision service icon
(Visual service icon
Attention &
Perception and
Reaction Time)
Point
service
(finger)service Motor
icon
icon
Cognitive
P&B state
state affecting
Primitive affecting the Alternative
the primitive Alternative
Task Primitive tasks Modality task primitive Disability/AT Alternative Task Task
tasks involved modality
object tasks involved Object
in this
in this subtask
subtask
Upper limbs Point with style
Motor service icon
impairment pen on screen
Stress, Mental
Fatigue,
Negative Point
Emotions (finger)service service icon
(Response and icon
Movement
Time)
Press (finger) service
Motor
service icon icon
Upper limbs Press style pen on
Motor service icon
impairment screen
Release (finger) service
Motor
service icon icon
Upper limbs Release style pen
Motor service icon
impairment on screen
Locate(eyes)
Vision recipe icon
recipe icon
Select Cognitive
recipe impairment Locate(eyes)
Vision recipe icon
(Reaction recipe icon
time)
Cognitive
P&B state
state affecting
Primitive affecting the Alternative
the primitive Alternative
Task Primitive tasks Modality task primitive Disability/AT Alternative Task Task
tasks involved modality
object tasks involved Object
in this
in this subtask
subtask
Stress, Mental
Fatigue,
Negative
Emotions Locate(eyes)
Vision recipe icon
(Visual recipe icon
Attention &
Perception and
Reaction Time)
Point
Motor recipe icon
(finger)recipe icon
Cognitive
P&B state
state affecting
Primitive affecting the Alternative
the primitive Alternative
Task Primitive tasks Modality task primitive Disability/AT Alternative Task Task
tasks involved modality
object tasks involved Object
in this
in this subtask
subtask
Release (finger)
Motor recipe icon
recipe icon
Upper limbs Release style pen
Motor recipe icon
impairment on screen
Locate(eyes) ingredient
Vision
ingredient icon icon
Cognitive
impairment Locate(eyes) ingredient
Vision
(Reaction ingredient icon icon
time)
Stress, Mental
Fatigue,
Negative
Select Emotions Locate(eyes) ingredient
ingredient Vision
(Visual ingredient icon icon
Attention &
Perception and
Reaction Time)
Point
ingredient
(finger)ingredient Motor
icon
icon
Upper limbs Point with style ingredient
Motor
impairment pen on screen icon
Stress, Mental Point ingredient
Cognitive
P&B state
state affecting
Primitive affecting the Alternative
the primitive Alternative
Task Primitive tasks Modality task primitive Disability/AT Alternative Task Task
tasks involved modality
object tasks involved Object
in this
in this subtask
subtask
Fatigue, (finger)ingredient icon
Negative icon
Emotions
(Response and
Movement
Time)
Press (finger) ingredient
Motor
ingredient icon icon
Upper limbs Press style pen on ingredient
Motor
impairment screen icon
Release (finger) ingredient
Motor
ingredient icon icon
Upper limbs Release style pen ingredient
Motor
impairment on screen icon
Locate(eyes) procedure
Vision
procedure icon icon
Cognitive
impairment Locate(eyes) procedure
Vision
(Reaction procedure icon icon
Select
time)
procedure
Stress, Mental
Fatigue,
Locate(eyes) procedure
Negative Vision
procedure icon icon
Emotions
(Visual
Cognitive
P&B state
state affecting
Primitive affecting the Alternative
the primitive Alternative
Task Primitive tasks Modality task primitive Disability/AT Alternative Task Task
tasks involved modality
object tasks involved Object
in this
in this subtask
subtask
Attention &
Perception and
Reaction Time)
Point
procedure
(finger)procedure Motor
icon
icon
Cognitive
P&B state
state affecting
Primitive affecting the Alternative
the primitive Alternative
Task Primitive tasks Modality task primitive Disability/AT Alternative Task Task
tasks involved modality
object tasks involved Object
in this
in this subtask
subtask
Locate(eyes)
Vision photo icon
photo icon
Cognitive
impairment Locate(eyes)
Vision photo icon
(Reaction photo icon
time)
Stress, Mental
Fatigue,
Negative
Emotions Locate(eyes)
Vision photo icon
(Visual photo icon
Attention &
Select
Perception and
photo
Reaction Time)
Point
Motor photo icon
(finger)photo icon
Upper limbs Point with style
Motor photo icon
impairment pen on screen
Stress, Mental
Fatigue,
Negative
Point
Emotions photo icon
(finger)photo icon
(Response and
Movement
Time)
Cognitive
P&B state
state affecting
Primitive affecting the Alternative
the primitive Alternative
Task Primitive tasks Modality task primitive Disability/AT Alternative Task Task
tasks involved modality
object tasks involved Object
in this
in this subtask
subtask
Press (finger)
Motor photo icon
photo icon
Upper limbs Press style pen on
Motor photo icon
impairment screen
Release (finger)
Motor photo icon
photo icon
Upper limbs Release style pen
Motor photo icon
impairment on screen
Locate(eyes) item
Vision item icon
icon
Cognitive
impairment Locate(eyes) item
Vision item icon
(Reaction icon
time)
Stress, Mental
Select Fatigue,
item Negative
Emotions Locate(eyes) item
Vision item icon
(Visual icon
Attention &
Perception and
Reaction Time)
Point (finger)item
Motor item icon
icon
Cognitive
P&B state
state affecting
Primitive affecting the Alternative
the primitive Alternative
Task Primitive tasks Modality task primitive Disability/AT Alternative Task Task
tasks involved modality
object tasks involved Object
in this
in this subtask
subtask
Upper limbs Point with style
Motor item icon
impairment pen on screen
Stress, Mental
Fatigue,
Negative
Point (finger)item
Emotions item icon
icon
(Response and
Movement
Time)
Press (finger) item
Motor item icon
icon
Upper limbs Press style pen on
Motor item icon
impairment screen
Release (finger)
Motor item icon
item icon
Upper limbs Release style pen
Motor item icon
impairment on screen
Locate(eyes) item
Vision item icon
icon
Select Cognitive
item impairment Locate(eyes) item
Vision item icon
(Reaction icon
time)
Cognitive
P&B state
state affecting
Primitive affecting the Alternative
the primitive Alternative
Task Primitive tasks Modality task primitive Disability/AT Alternative Task Task
tasks involved modality
object tasks involved Object
in this
in this subtask
subtask
Stress, Mental
Fatigue,
Negative
Emotions Locate(eyes) item
Vision item icon
(Visual icon
Attention &
Perception and
Reaction Time)
Point (finger)item
Motor item icon
icon
Upper limbs Point with style
Motor item icon
impairment pen on screen
Stress, Mental
Fatigue,
Negative
Point (finger)item
Emotions item icon
icon
(Response and
Movement
Time)
Press (finger) item
Motor item icon
icon
Upper limbs Press style pen on
Motor item icon
impairment screen
Cognitive
P&B state
state affecting
Primitive affecting the Alternative
the primitive Alternative
Task Primitive tasks Modality task primitive Disability/AT Alternative Task Task
tasks involved modality
object tasks involved Object
in this
in this subtask
subtask
Release (finger)
Motor item icon
item icon
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Cognitive
Locate Sound
Locate impairment Vision Sound Option
Option
Sound Vision Sound Option (reaction time)
Use case 6.1.1
Option
Hear spoken
Configure Selection of Vision Impaired message/locate Hearing
Loudspeaker/Soun
sound d option
the option
Sound option
application menu Select Hear spoken
Loudspeaker/Soun
sound Vision Sound Option Vision Impaired message/Select Hearing
d option
option sound option
Press
Cognitive
sound Motor Sound Option Press sound
impairment Motor Sound option
option option
(Reaction time)
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Hear spoken
Loudspeaker/soun
Vision Impaired message/Releas Hearing
Release d option
e sound option
sound Motor Sound Option
option Cognitive
Release sound
impairment Motor Sound option
option
(Reaction time)
Locate
Activate/De sound
sound Cognitive Locate sound
activate Vision activation sound activation
activation impairment activation Vision
sound button button
button (reaction time) button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Hear spoken
message/locate Loudspeaker/
Vision Impaired sound Hearing sound activation
activation button
button
Hear spoken
Select
sound message/Select Loudspeaker/Soun
sound
Vision activation Vision Impaired sound Hearing d activation
activation
button activation button
button
button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Speak voice
command/Pres Microphone/Soun
Upper limb
s sound Speech d activation
impaired
activation button
button
Press
sound
sound Cognitive Press sound Sound
Motor deactivation
deactivatio impairment deactivation Motor deactivation
button
n button (Reaction time) button button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Speak voice
command/Pres Sound
Vision Impaired s sound Motor deactivation
deactivation button
button
Stress (Acute, High,
Chronic), Mental
fatigue, Negative Press sound Sound
emotions affect on deactivation Motor deactivation
Motor Response button button
Time and
Performance
Speak voice
command/Pres Microphone/Soun
Upper limb
s sound Speech d deactivation
impaired
deactivation button
button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Hear spoken
message/Releas Loudspeaker/soun
Release Vision Impaired e sound Hearing d deactivation
sound
sound deactivation button
Motor deactivation
deactivatio button
button
n button
Cognitive Release sound Sound
impairment deactivation Motor deactivation
(Reaction time) button button
Locate Cognitive
back Vision back button Locate back
impairment Vision back button
button button
(reaction time)
Hear spoken
Loudspeaker/ back
Vision Impaired message/locate Hearing
button
back button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Cognitive
Press back
impairment Motor Back button
button
(Reaction time)
Speak voice
Microphone/Back
Vision Impaired command/Pres Speech
button
s back button
Press back Stress (Acute, High,
Motor back button Chronic), Mental
button
fatigue, Negative
Press back
emotions affect on Back button
Motor Response
button
Time and
Performance
Speak voice
Upper limb Microphone/Back
command/Pres Speech
impaired button
s back button
Hear spoken
Release Loudspeaker/Back
Vision Impaired message/Releas Hearing
back Motor back button button
e back button
button
Cognitive Release back
Motor Back button
impairment button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
(Reaction time)
Vibration option
Cognitive
Locate Locate
vibration impairment Vision Vibration option
vibration Vision vibration option
option (reaction time)
option Hear spoken
Loudspeaker/Vibra
Vision Impaired message/locate Hearing
tion option
touch screen
Select Hear spoken
vibration Loudspeaker/Vibra
vibration Vision Vision Impaired message/Select Hearing
option tion option
option vibration option
Selection of
vibration Cognitive
Press vibration
menu impairment Motor vibration option
option
(Reaction time)
Stress (Acute, High,
Chronic), Mental
Press fatigue, Negative
vibration Press vibration
vibration Motor emotions affect on Motor vibration option
option option
option Motor Response
Time and
Performance
Speak voice
command/Pres Microphone/vibrat
Vision Impaired Speech
s vibration ion option
option
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Speak voice
Upper limb command/Pres Microphone/vibrat
Speech
impaired s vibration ion option
option
Hear spoken
message/Releas Loudspeaker/
Release Vision Impaired Hearing
vibration e vibration vibration option
vibration Motor option
option
option
Cognitive
Release
impairment Motor vibration option
vibration option
(Reaction time)
Locate
Cognitive
vibration vibration
impairment Vision
Locate activation activation button
vibration (reaction time)
vibration button
Vision activation
activation Hear spoken
Activate/De button button
message/locate Loudspeaker/
activate Vision Impaired vibration Hearing vibration
vibration activation activation button
button
Select Hear spoken
vibration Loudspeaker/vibra
vibration message/Select
Vision activation Vision Impaired Hearing tion activation
activation vibration
button button
button activation
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Hear spoken
message/Releas Loudspeaker/vibra
Release Vision Impaired e vibration Hearing tion activation
vibration
vibration activation button
Motor activation
activation button
button
button Release
Cognitive
vibration vibration
impairment Motor
activation activation button
(Reaction time)
button
Release
vibration Hear spoken
vibration Loudspeaker/vibra
Motor deactivation message/Releas
deactivatio Vision Impaired Hearing tion deactivation
button e vibration
n button button
deactivation
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
button
Release
Cognitive vibration
vibration
impairment deactivation
deactivation
(Reaction time) button
button
Cognitive
Locate back
Locate impairment Vision back button
button
back Vision back button (reaction time)
button Hear spoken
Loudspeaker/ back
Vision Impaired message/locate Hearing
button
back button
Select Hear spoken
Loudspeaker/Back
back Vision back button Vision Impaired message/Select Hearing
button
button back button
Cognitive
Press back
impairment Motor Back button
Press back button
Motor back button (Reaction time)
button
Speak voice
Microphone/Back
Vision Impaired command/Pres Speech
button
s back button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Hear spoken
Loudspeaker/Back
Release Vision Impaired message/Releas Hearing
button
back Motor back button e back button
button Cognitive
Release back
impairment Back button
button
(Reaction time)
Cognitive Locate
Selection of impairment language Vision language Option
Locate
language (reaction time) Option
language language Vision
Option
menu Option Hear spoken
message/locate Loudspeaker/lang
Vision Impaired Hearing
language uage option
option
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Hear spoken
Select
language message/Select Loudspeaker/lang
language Vision Vision Impaired Hearing
Option language uage option
option
option
Cognitive
Press language
impairment Motor language option
option
(Reaction time)
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
e language
option
Release
Cognitive
vibration
impairment Motor language option
language
(Reaction time)
option
Cognitive
Locate combo
impairment Vision Combo box
box
Locate (reaction time)
Vision combo box
combo box Hear spoken
message/locate Loudspeaker/Com
Vision Impaired Hearing
Combo box bo box
selection
Select
language Cognitive
Select combo
impairment Vision Combo box
box
(Reaction time)
Select Stress (Acute, High,
Vision combo box Chronic), Mental
combo box
fatigue, Negative
Select combo
emotions affect on Vision Combo box
Motor Response
box
Time and
Performance
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Hear spoken
Loudspeaker/Com
Vision Impaired message/Select Hearing
bo box
combo box
Speak voice
Upper limb Microphone/Com
command/Sele Speech
impaired bo box
ct combo box
Hear spoken
Select
message/Select Loudspeaker/com
combo box Vision combo box Perception (Visual) Hearing
combo box bo box option
option
option
Cognitive
Press combo
impairment Motor combo box option
box option
(Reaction time)
Stress (Acute, High,
Chronic), Mental
Press fatigue, Negative
combo box Press combo
combo box Motor emotions affect on Motor combo box option
option box option
option Motor Response
Time and
Performance
Speak voice
command/Pres Microphone/Com
Vision Impaired Speech
s combo box bo box option
option
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Speak voice
Upper limb command/Pres Microphone/Com
Speech
impaired s combo box bo box option
option
Hear spoken
message/Releas Loudspeaker/com
Release Vision Impaired Hearing
combo box e combo box bo box option
combo box Motor
option option
option
Cognitive
Release combo
impairment Motor combo box option
box option
(Reaction time)
Cognitive
Locate Locate back
impairment Vision back button
back Vision back button button
(reaction time)
button
Hear spoken
Loudspeaker/ back
Vision Impaired message/locate Hearing
button
back button
Select Hear spoken
Loudspeaker/Back
back Vision back button Vision Impaired message/Select Hearing
button
button back button
Press back
Motor back button Cognitive Press back
button Motor Back button
impairment button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
(Reaction time)
Speak voice
Microphone/Back
Vision Impaired command/Pres Speech
button
s back button
Stress (Acute, High,
Chronic), Mental
fatigue, Negative
Press back
emotions affect on Motor Back button
Motor Response
button
Time and
Performance
Speak voice
Upper limb Microphone/Back
command/Pres Speech
impaired button
s back button
Hear spoken
Loudspeaker/Back
Release Vision Impaired message/Releas Hearing
button
back Motor back button e back button
button Cognitive
Release back
impairment Motor Back button
button
(Reaction time)
Use
case
6.1.2
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Cognitive Press
questionnaire
impairment questionnaire Motor
option
(Reaction time) option
Press
questionnaire
questionn Motor
option
aire option
Stress (Acute, High,
Chronic), Mental
fatigue, Negative Press
questionnaire
emotions affect on questionnaire Motor
Motor Response
option
option
Time and
Performance
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Speak voice
command/Pres Microphone/quest
Vision Impaired Speech
s questionnaire ionnaire option
option
Speak voice
Upper limb command/Pres Microphone/quest
Speech
impaired s questionnaire ionnaire option
option
Hear spoken
Release message/Releas Loudspeaker/ques
questionnaire Vision Impaired Hearing
questionn Motor e questionnaire tionnaire option
option option
aire option
Cognitive Release
questionnaire
impairment questionnaire Motor
option
(Reaction time) option
Cognitive
impairment Locate text field Vision Text field
Locate text
Read Vision text field (reaction time)
field
questionnai Hear spoken
Loudspeaker/Text
re Vision Impaired message/locate Hearing
field
text field
Read text
Vision text field
field Cognitive Read text field Vision Text field
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
impairment
(Reaction time)
Stress (Acute, High,
Chronic), Mental
fatigue, Negative
emotions affect on Read text field Vision Text field
Motor Response
Time and
Performance
Hear spoken
Loudspeaker/ Text
Vision Impaired message/ read Hearing
field
text field
Cognitive
Locate Locate answer
answer impairment Vision answer button
answer Vision button
button (reaction time)
Answer button
Hear spoken
questionnai Loudspeaker/
Vision Impaired message/locate Hearing
re answer button
answer button
Select Hear spoken
answer Loudspeaker/answ
answer Vision Vision Impaired message/Select Hearing
button er button
button answer button
Press Motor answer
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Hear spoken
message/Releas Loudspeaker/Ans
Release Vision Impaired Hearing
answer e Answer wer button
answer Motor
button button
button
Cognitive
Release Answer
impairment Motor Answer button
button
(Reaction time)
Locate Vision back button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
back Cognitive
Locate back
button impairment Vision back button
button
(reaction time)
Hear spoken
Loudspeaker/ back
Vision Impaired message/locate Hearing
button
back button
Select Hear spoken
Loudspeaker/Back
back Vision back button Vision Impaired message/Select Hearing
button
button back button
Cognitive
Press back
impairment Motor Back button
button
(Reaction time)
Speak voice
Microphone/Back
Vision Impaired command/Pres Speech
button
s back button
Press back Stress (Acute, High,
Motor back button Chronic), Mental
button
fatigue, Negative
Press back
emotions affect on Motor Back button
Motor Response
button
Time and
Performance
Speak voice
Upper limb Microphone/Back
command/Pres Speech
impaired button
s back button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Hear spoken
Loudspeaker/Back
Vision Impaired message/Releas Hearing
Release button
e back button
back Motor back button
button
Cognitive
Release back
impairment Motor Back button
button
(Reaction time)
Locate on
Cognitive on demand
demand
Take Locate on impairment Vision measurements
measurements
measuremen demand on demand (reaction time) Option
option
ts on demand measurem Vision measurement
Use case 6.1.3
Hear spoken
(the user ents s option Loudspeaker/on
Selection of message/locate
decides to option demand
on demand Vision Impaired on demand Hearing
take a measurements
measureme measurements
measuremen option
option
nts option
t of a vital Select on Hear spoken
sign, e.g. Loudspeaker/on
demand on demand message/Select
blood demand
measurem Vision measurement Vision Impaired on demand Hearing
measurements
pressure) ents s option measurements
option
option option
Press on Motor on demand
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
demand measurement
Press on
measurem s option Cognitive on demand
demand
ents impairment Motor measurements
measurements
option (Reaction time) option
option
Stress (Acute, High,
Chronic), Mental Press on
fatigue, Negative on demand
demand
emotions affect on Motor measurements
Motor Response
measurements
option
Time and option
Performance
Speak voice
Microphone/on
command/Pres
demand
Vision Impaired s on demand Speech
measurements
measurements
option
option
Speak voice
Microphone/on
command/Pres
Upper limb demand
s on demand Speech
impaired measurements
measurements
option
option
Release Motor on demand
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Release on
Cognitive on demand
demand
impairment Motor measurements
measurements
(Reaction time) option
option
Cognitive Locate
Measurement
impairment measurement Vision
Locate button
measurement (reaction time) button
measurem Vision
button
ent button Hear spoken
Select message/locate Loudspeaker/Mea
Vision Impaired Hearing
measureme measurement surement button
nt button
Hear spoken
Select
measurement message/Select Loudspeaker/mea
measurem Vision Vision Impaired Hearing
button measurement surement button
ent button
button
Press measurement Measurement
Motor
measurem button button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Cognitive Release
Measurement
impairment measurement Motor
button
(Reaction time) button
Cognitive
Locate
Locate impairment Vision instruction field
instruction instruction field
instruction Vision (reaction time)
field
field Hear spoken
Loudspeaker/instr
Vision Impaired message/locate Hearing
uction field
instruction field
Cognitive
Read
impairment Vision Instruction field
Take Instruction field
(Reaction time)
measureme Stress (Acute, High,
nt Chronic), Mental
Read fatigue, Negative
instruction Read
Instruction Vision emotions affect on Vision Instruction field
field Instruction field
field Motor Response
Time and
Performance
Hear spoken
Loudspeaker/Instr
Vision Impaired message/ read Hearing
uction field
Instruction field
Locate
Vision start button
start Cognitive Locate start Vision start button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Cognitive
Press Start
impairment Motor Start button
button
(Reaction time)
Speak voice
Microphone/Start
Vision Impaired command/Pres Speech
button
s Start button
Press Stress (Acute, High,
Start Motor start button Chronic), Mental
button fatigue, Negative
Press Start
emotions affect on Motor Start button
Motor Response
button
Time and
Performance
Speak voice
Upper limb Microphone/Start
command/Pres Speech
impaired button
s Start button
Locate Vision back button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
back Cognitive
Locate back
button impairment Vision back button
button
(reaction time)
Hear spoken
Loudspeaker/ back
Vision Impaired message/locate Hearing
button
back button
Select Hear spoken
Loudspeaker/Back
back Vision back button Vision Impaired message/Select Hearing
button
button back button
Cognitive
Press back
impairment Motor Back button
button
(Reaction time)
Speak voice
Microphone/Back
Vision Impaired command/Pres Speech
button
s back button
Press Stress (Acute, High,
Back Motor back button Chronic), Mental
button fatigue, Negative
Press back
emotions affect on Motor Back button
Motor Response
button
Time and
Performance
Speak voice
Upper limb Microphone/Back
command/Pres Speech
impaired button
s back button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Hear spoken
Loudspeaker/Back
Vision Impaired message/Releas Hearing
Release button
e Back button
Back Motor back button
button Cognitive
Release Back
impairment Motor Back button
button
(Reaction time)
Hear spoken
Loudspeaker/Start
Vision Impaired message/Releas Hearing
Release button
e Start button
Start Motor Start button
button Cognitive
Release Start
impairment Motor Start button
button
(Reaction time)
Locate
Get Cognitive
feedback Vision feedback text Locate
feedback impairment Vision feedback text
text feedback text
(reaction time)
Hear spoken Loudspeaker/feed
Vision Impaired Hearing
message/locate back text
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
feedback text
Cognitive
Read feedback
impairment Vision feedback text
text
(Reaction time)
Stress (Acute, High,
Read Chronic), Mental
feedback Vision feedback text fatigue, Negative
Read feedback
text emotions affect on Vision feedback text
Motor Response
text
Time and
Performance
Hear spoken
Loudspeaker/
Vision Impaired message/ read Hearing
feedback text
feedback text
Cognitive
Locate OK
impairment Vision OK button
Locate OK button
Vision OK button (reaction time)
button
Hear spoken
Loudspeaker/ OK
Vision Impaired message/locate Hearing
button
OK button
Hear spoken
Select OK Loudspeaker/OK
Vision OK button Vision Impaired message/Select Hearing
button button
OK button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Cognitive
impairment Press OK button Motor Button (OK)
(Reaction time)
Speak voice
Microphone/Butto
Vision Impaired command/Pres Speech
Press OK n (OK)
Motor OK button s OK button
button Stress (Acute, High,
Chronic), Mental
fatigue, Negative
emotions affect on Press OK button Motor Button (OK)
Motor Response
Time and
Performance
Speak voice
Upper limb Microphone/Butto
command/Pres Speech
impaired n (OK)
s OK button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Cognitive
Release OK
impairment Motor OK button
button
(Reaction time)
ts at period X
of the day Hear spoken
Take
(the system message/locate Loudspeaker/instr
measureme Vision Impaired Hearing
automatically instructions uctions text
nt
triggers the text
user to take a
measuremen Cognitive Read
t at different impairment Instructions Vision Instructions text
periods of Read (Reaction time) text
instructions
instruction Vision Stress (Acute, High,
the day) text
s text Chronic), Mental Read
fatigue, Negative Instructions Vision Instructions text
emotions affect on text
Motor Response
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Time and
Performance
Hear spoken
message/ read Loudspeaker/
Vision Impaired Hearing
Instructions Instructions text
text
Locate Cognitive
Locate Start
Start Vision Start button impairment Vision Start button
button
button (reaction time)
Hear spoken
Loudspeaker/
Vision Impaired message/locate Hearing
Start button
Start button
Select Hear spoken
Loudspeaker/Start
Start Vision Start button Vision Impaired message/Select Hearing
button
button Start button
Press
Start Motor Start button Cognitive Press Start
button Motor Start button
impairment button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
(Reaction time)
Speak voice
Microphone/Start
Vision Impaired command/Pres Speech
button
s Start button
Stress (Acute, High,
Chronic), Mental
fatigue, Negative
Press Start
emotions affect on Motor Start button
Motor Response
button
Time and
Performance
Speak voice
Upper limb Microphone/Start
command/Pres Speech
impaired button
s Start button
Cognitive
Locate back
Locate impairment Vision back button
button
back Vision back button (reaction time)
button Hear spoken
Loudspeaker/ back
Vision Impaired message/locate Hearing
button
back button
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Cognitive
Press back
impairment Motor Back button
button
(Reaction time)
Speak voice
Microphone/Back
Vision Impaired command/Pres Speech
button
s back button
Press Stress (Acute, High,
Back Motor back button Chronic), Mental
button fatigue, Negative
Press back
emotions affect on Back button
Motor Response
button
Time and
Performance
Speak voice
Upper limb Microphone/Back
command/Pres Speech
impaired button
s back button
Hear spoken
Loudspeaker/Back
Vision Impaired message/Releas Hearing
button
Release e Back button
Back Motor back button
button Cognitive
Release Back
impairment Motor Back button
button
(Reaction time)
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Hear spoken
Loudspeaker/Start
Vision Impaired message/Releas Hearing
Release button
e Start button
Start Motor Start button
button Cognitive
Release Start
impairment Motor Start button
button
(Reaction time)
Cognitive
Locate
Locate impairment Vision feedback text
feedback text
feedback Vision feedback text (reaction time)
text
Get Hear spoken
feedback Loudspeaker/feed
Vision Impaired message/locate Hearing
back text
feedback text
Read
Feedback Vision feedback text Cognitive
text Read Feedback
impairment Vision Feedback text
text area
(Reaction time)
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Cognitive
Locate OK
impairment Vision OK button
Locate OK button
Vision OK button (reaction time)
button
Hear spoken
Loudspeaker/ OK
Vision Impaired message/locate Hearing
button
OK button
Hear spoken
Select OK Loudspeaker/OK
Vision OK button Vision Impaired message/Select Hearing
button button
OK button
Press OK Cognitive
Motor OK button
button impairment Press OK button Motor OK button
(Reaction time)
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Speak voice
Microphone/OK
Vision Impaired command/Pres Speech
button
s OK button
Stress (Acute, High,
Chronic), Mental
fatigue, Negative
emotions affect on Press OK button Motor OK button
Motor Response
Time and
Performance
Speak voice
Upper limb Microphone/OK
command/Pres Speech
impaired button
s OK button
Hear spoken
Loudspeaker/OK
Vision Impaired message/Releas Hearing
Release button
Motor OK button e OK button
OK button
Cognitive
Release OK
impairment Motor OK button
button
(Reaction time)
Use case
Day/week
medication calendar Day/week Vision
option
calendar (day/week) option
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Cognitive Locate
impairment Day/week Vision Day/week option
(reaction time) option
Hear spoken
message/locate Loudspeaker/Day/
Vision Impaired Hearing
Day/week week option
option
Hear spoken
Select
Day/week message/Select Loudspeaker/day/
Day/week Vision Vision Impaired Hearing
option day/week week option
option
option
Cognitive
Press Day/week
impairment Motor Day/week option
option
(Reaction time)
Speak voice
command/Pres Microphone/Day/
Press Vision Impaired Speech
Day/week s Day/week week option
Day/week Motor option
option
option
Stress (Acute, High,
Chronic), Mental
fatigue, Negative
Press Day/week
emotions affect on Motor Day/week option
Motor Response
option
Time and
Performance
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Speak voice
Upper limb command/Pres Microphone/Day/
Speech
impaired s Day/week week option
option
Hear spoken
message/Releas Loudspeaker/Day/
Vision Impaired Hearing
Release e Day/week week option
Day/week option
Day/week Motor
option
option
Cognitive Release
impairment Day/week Motor Day/week option
(Reaction time) option
Cognitive
Locate
impairment Vision Calendar
Locate calendar
Vision calendar (reaction time)
calendar
Hear spoken
Get Loudspeaker/calen
Vision Impaired message/locate Hearing
medication dar
calendar
Read Cognitive
Vision calendar
calendar impairment Read calendar Vision Calendar
(Reaction time)
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Cognitive
Locate OK
impairment Vision OK button
Locate OK button
Vision OK button (reaction time)
button
Hear spoken
Loudspeaker/ OK
Vision Impaired message/locate Hearing
button
OK button
Hear spoken
Select OK Loudspeaker/OK
Vision OK button Vision Impaired message/Select Hearing
button button
OK button
Press OK Cognitive
Motor OK button
button impairment Press OK button Motor OK button
(Reaction time)
Cognitive state
Use Primitive Alternative Alternative
Task Subtask Modality Task Object P&B state Alternative object
cases tasks Task modality
Disability
Speak voice
Microphone/OK
Vision Impaired command/Pres Speech
button
s OK button
Stress (Acute, High,
Chronic), Mental
fatigue, Negative
emotions affect on Press OK button Motor OK button
Motor Response
Time and
Performance
Speak voice
Upper limb Microphone/OK
command/Pres Speech
impaired button
s OK button
Hear spoken
Loudspeaker/OK
Vision Impaired message/Releas Hearing
Release button
Motor OK button e OK button
OK button
Cognitive
Release OK
impairment Motor OK button
button
(Reaction time)
Primitive tasks
(numbers indicate Primitive Cognitive state/
Use Alternative Alternative
Task Subtask Modality task P&B Alternative Task
Case alternatives) modality Task Object
object state/Disability
Locate(eyes) day
Vision day icon
icon
Cognitive
Locate(eyes) day
impairment Vision day icon
icon
(Reaction time)
Point (finger)day
Motor day icon
icon
Primitive tasks
(numbers indicate Primitive Cognitive state/
Use Alternative Alternative
Task Subtask Modality task P&B Alternative Task
Case alternatives) modality Task Object
object state/Disability
Stress, Mental
Fatigue, Negative
Point (finger)day
Emotions Motor day icon
icon
(Response and
Movement Time)
Primitive tasks
(numbers indicate Primitive Cognitive state/
Use Alternative Alternative
Task Subtask Modality task P&B Alternative Task
Case alternatives) modality Task Object
object state/Disability
Stress, Mental
Fatigue, Negative
Emotions (Visual Locate(eyes) item
Vision item icon
Attention & icon
Perception and
Reaction Time)
Point (finger)item
Motor item icon
icon
Stress, Mental
Fatigue, Negative
Point (finger)item
Emotions Motor item icon
icon
(Response and
Movement Time)
Primitive tasks
(numbers indicate Primitive Cognitive state/
Use Alternative Alternative
Task Subtask Modality task P&B Alternative Task
Case alternatives) modality Task Object
object state/Disability
Release (finger)
Motor item icon
item icon
Upper limbs Release style pen
Motor item icon
impairment on screen
Locate(eyes) service
Vision service icon
icon
Cognitive
Locate(eyes) service
impairment Vision service icon
icon
(Reaction time)
Stress, Mental
Fatigue, Negative
Select
Emotions (Visual Locate(eyes) service
service Vision service icon
Attention & icon
Perception and
Reaction Time)
Point (finger)service
Motor service icon
icon
Primitive tasks
(numbers indicate Primitive Cognitive state/
Use Alternative Alternative
Task Subtask Modality task P&B Alternative Task
Case alternatives) modality Task Object
object state/Disability
Stress, Mental
Fatigue, Negative
Point (finger)service
Emotions Motor service icon
icon
(Response and
Movement Time)
Press (finger)
Motor service icon
service icon
Upper limbs Press style pen on
Motor service icon
impairment screen
Release (finger)
Motor service icon
service icon
Upper limbs Release style pen
Motor service icon
impairment on screen
Locate(eyes) recipe
Vision recipe icon
icon
Select
Cognitive
recipe Locate(eyes) recipe
impairment Vision recipe icon
icon
(Reaction time)
Primitive tasks
(numbers indicate Primitive Cognitive state/
Use Alternative Alternative
Task Subtask Modality task P&B Alternative Task
Case alternatives) modality Task Object
object state/Disability
Stress, Mental
Fatigue, Negative
Emotions (Visual Locate(eyes) recipe
Vision recipe icon
Attention & icon
Perception and
Reaction Time)
Point (finger)recipe
Motor recipe icon
icon
Stress, Mental
Fatigue, Negative
Point (finger)recipe
Emotions Motor recipe icon
icon
(Response and
Movement Time)
Primitive tasks
(numbers indicate Primitive Cognitive state/
Use Alternative Alternative
Task Subtask Modality task P&B Alternative Task
Case alternatives) modality Task Object
object state/Disability
Release (finger)
Motor recipe icon
recipe icon
Upper limbs Release style pen
Motor recipe icon
impairment on screen
Locate(eyes) ingredient
Vision
ingredient icon icon
Cognitive
Locate(eyes) ingredient
impairment Vision
ingredient icon icon
(Reaction time)
Stress, Mental
Fatigue, Negative
Select Emotions (Visual Locate(eyes) ingredient
Vision
ingredient Attention & ingredient icon icon
Perception and
Reaction Time)
Point
ingredient
(finger)ingredient Motor
icon
icon
Primitive tasks
(numbers indicate Primitive Cognitive state/
Use Alternative Alternative
Task Subtask Modality task P&B Alternative Task
Case alternatives) modality Task Object
object state/Disability
Stress, Mental
Fatigue, Negative Point
ingredient
Emotions (finger)ingredient Motor
icon
(Response and icon
Movement Time)
Primitive tasks
(numbers indicate Primitive Cognitive state/
Use Alternative Alternative
Task Subtask Modality task P&B Alternative Task
Case alternatives) modality Task Object
object state/Disability
Stress, Mental
Fatigue, Negative
Emotions (Visual Locate(eyes) procedure
Vision
Attention & procedure icon icon
Perception and
Reaction Time)
Point
procedure
(finger)procedure Motor
icon
icon
Stress, Mental
Fatigue, Negative Point
procedure
Emotions (finger)procedure Motor
icon
(Response and icon
Movement Time)
Primitive tasks
(numbers indicate Primitive Cognitive state/
Use Alternative Alternative
Task Subtask Modality task P&B Alternative Task
Case alternatives) modality Task Object
object state/Disability
Cognitive
Locate(eyes) service
impairment Vision service icon
icon
(Reaction time)
Stress, Mental
Fatigue, Negative
Select Select
6.2.2 Emotions (Visual Locate(eyes) service
recipes service Vision service icon
Attention & icon
Perception and
Reaction Time)
Point (finger)service
Motor service icon
icon
Primitive tasks
(numbers indicate Primitive Cognitive state/
Use Alternative Alternative
Task Subtask Modality task P&B Alternative Task
Case alternatives) modality Task Object
object state/Disability
Stress, Mental
Fatigue, Negative
Point (finger)service
Emotions Motor service icon
icon
(Response and
Movement Time)
Press (finger)
Motor service icon
service icon
Upper limbs Press style pen on
Motor service icon
impairment screen
Release (finger)
Motor service icon
service icon
Upper limbs Release style pen
Motor service icon
impairment on screen
Locate(eyes) photo
Vision photo icon
icon
Select
Cognitive
photo Locate(eyes) photo
impairment Vision photo icon
icon
(Reaction time)
Primitive tasks
(numbers indicate Primitive Cognitive state/
Use Alternative Alternative
Task Subtask Modality task P&B Alternative Task
Case alternatives) modality Task Object
object state/Disability
Stress, Mental
Fatigue, Negative
Emotions (Visual Locate(eyes) photo
Vision photo icon
Attention & icon
Perception and
Reaction Time)
Point (finger)photo
Motor photo icon
icon
Stress, Mental
Fatigue, Negative
Point (finger)photo
Emotions Motor photo icon
icon
(Response and
Movement Time)
Primitive tasks
(numbers indicate Primitive Cognitive state/
Use Alternative Alternative
Task Subtask Modality task P&B Alternative Task
Case alternatives) modality Task Object
object state/Disability
Release (finger)
Motor photo icon
photo icon
Upper limbs Release style pen
Motor photo icon
impairment on screen
Locate(eyes) item
Vision item icon
icon
Cognitive
Locate(eyes) item
impairment Vision item icon
icon
(Reaction time)
Stress, Mental
Select Fatigue, Negative
6.2.3 shopping Select item Emotions (Visual Locate(eyes) item
Vision item icon
list Attention & icon
Perception and
Reaction Time)
Point (finger)item
Motor item icon
icon
Primitive tasks
(numbers indicate Primitive Cognitive state/
Use Alternative Alternative
Task Subtask Modality task P&B Alternative Task
Case alternatives) modality Task Object
object state/Disability
Stress, Mental
Fatigue, Negative
Point (finger)item
Emotions Motor item icon
icon
(Response and
Movement Time)