Pub Date : 2019-09-16DOI: 10.1108/JET-11-2018-0051
J. Chatwin, P. McEvoy
Purpose Around 60 per cent of people with dementia in the UK live at home. The experience of caring for a family member with dementia can be rewarding and positive, but it can also be significantly stressful. Current healthcare policy is encouraging greater provision to support family carers. Along with respite-care, day-care and support group-based initiatives, there has also been a focus on developing dementia-specific communication training. The paper discusses this issue. Design/methodology/approach The authors outline a new initiative “Empowered Carers” which is being piloted in the North of England. Empowered Carers is an online support and communication training service for family carers who are caring for someone with dementia at home. It utilises online video conference-calling technology to connect carers with support workers, and also allows for simultaneous interactions involving other family members. A central tenet of the approach is a theoretically grounded support model, based on the concept of mentalisation. Findings The authors describe the background to Empowered Carers, and how a conventional evaluation strategy for the initiative is being used alongside a socio-linguistic approach (Conversation Analysis – CA). This aims to provide empirical evidence about how the assimilation of mentalisation is reflected in the structuring of speech patterns in carers during support sessions. Originality/value The authors explain the CA method, how it has been applied to similar talk-based therapeutic settings, and why its ability to explore sequential linguistic patterns across extremely large data-sets is particularly suited to studying interaction in emerging online arenas.
{"title":"Conversation Analysis (CA) as a tool for exploring interaction in an online video-conferencing based support service","authors":"J. Chatwin, P. McEvoy","doi":"10.1108/JET-11-2018-0051","DOIUrl":"https://doi.org/10.1108/JET-11-2018-0051","url":null,"abstract":"\u0000Purpose\u0000Around 60 per cent of people with dementia in the UK live at home. The experience of caring for a family member with dementia can be rewarding and positive, but it can also be significantly stressful. Current healthcare policy is encouraging greater provision to support family carers. Along with respite-care, day-care and support group-based initiatives, there has also been a focus on developing dementia-specific communication training. The paper discusses this issue.\u0000\u0000\u0000Design/methodology/approach\u0000The authors outline a new initiative “Empowered Carers” which is being piloted in the North of England. Empowered Carers is an online support and communication training service for family carers who are caring for someone with dementia at home. It utilises online video conference-calling technology to connect carers with support workers, and also allows for simultaneous interactions involving other family members. A central tenet of the approach is a theoretically grounded support model, based on the concept of mentalisation.\u0000\u0000\u0000Findings\u0000The authors describe the background to Empowered Carers, and how a conventional evaluation strategy for the initiative is being used alongside a socio-linguistic approach (Conversation Analysis – CA). This aims to provide empirical evidence about how the assimilation of mentalisation is reflected in the structuring of speech patterns in carers during support sessions.\u0000\u0000\u0000Originality/value\u0000The authors explain the CA method, how it has been applied to similar talk-based therapeutic settings, and why its ability to explore sequential linguistic patterns across extremely large data-sets is particularly suited to studying interaction in emerging online arenas.\u0000","PeriodicalId":42168,"journal":{"name":"Journal of Enabling Technologies","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2019-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JET-11-2018-0051","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42937871","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-08-09DOI: 10.1108/JET-11-2018-0055
J. Hennessy, A. Rodrigues
Purpose The population of New Zealand (NZ) is ageing; the proportion of people aged 65 and over as compared with the younger age groups is expected to increase from 15 per cent in 2016 to approximately 30 per cent by 2068. This change in demographics is bound to apply some pressure on economic resources due to factors such as superannuation and increased healthcare needs. The purpose of this paper is to explore the use of technology as being economically beneficial for managing the grey tsunami that has commenced in NZ. Though technology is still not being utilised to its full capacity in the healthcare sector, there is a reason enough to believe that it could be used in assisting with ageing in place. However, its cost-effectiveness has not been clearly demonstrated. Design/methodology/approach A literature search was performed using search engines such as ProQuest, EBSCO, CINAHL and Google Scholar. Keywords used were ageing in place, technology, assisted living technology, ageing, telecare and telehealth. The papers selected were publicly available. To determine if the cost evaluation literature were of acceptable quality, they were assessed according to a well-recognised economic evaluation checklist by Drummond et al. (2005). Findings As is evident from the demographic figures, there needs to be timely intervention to appropriately manage the ageing population given the projected financial and population figures. Technology has proved beneficial especially with positive ageing. A significant reason for it hardly being used is the lack of thorough studies that demonstrate its cost-effectiveness. The studies that have tackled the subject of economic evaluation have provided mixed results with some labelling technology as cost-effective and the others opposing this finding. Studies have shown that even the simplest form of technology such as a phone call, mobile health application or a pedometer can be effective. Research limitations/implications The majority of research and funding is directed towards supporting the frail adults instead there should be equal focus on those who are reaching the old age group. Since current data suggest that people are living longer, early intervention is beneficial to reduce the number of years lived with disabilities along with associated costs of disease burden. Practical implications Healthcare policymakers need to take more proactive steps through incorporating technology rather than deferring its use until proven beneficial by large studies as this is not feasible given the rate at which technology is developing. Studies have shown that even the simplest form of technology such as a phone call, mobile health application or a pedometer can be effective. Social implications Technology increases awareness and allows people to be more disciplined with their health plan which increases good health. Early intervention also means relying and involving the primary level of care to manage the disease whic
{"title":"Economic impacts of changing technologies on New Zealand homecare delivery","authors":"J. Hennessy, A. Rodrigues","doi":"10.1108/JET-11-2018-0055","DOIUrl":"https://doi.org/10.1108/JET-11-2018-0055","url":null,"abstract":"\u0000Purpose\u0000The population of New Zealand (NZ) is ageing; the proportion of people aged 65 and over as compared with the younger age groups is expected to increase from 15 per cent in 2016 to approximately 30 per cent by 2068. This change in demographics is bound to apply some pressure on economic resources due to factors such as superannuation and increased healthcare needs. The purpose of this paper is to explore the use of technology as being economically beneficial for managing the grey tsunami that has commenced in NZ. Though technology is still not being utilised to its full capacity in the healthcare sector, there is a reason enough to believe that it could be used in assisting with ageing in place. However, its cost-effectiveness has not been clearly demonstrated.\u0000\u0000\u0000Design/methodology/approach\u0000A literature search was performed using search engines such as ProQuest, EBSCO, CINAHL and Google Scholar. Keywords used were ageing in place, technology, assisted living technology, ageing, telecare and telehealth. The papers selected were publicly available. To determine if the cost evaluation literature were of acceptable quality, they were assessed according to a well-recognised economic evaluation checklist by Drummond et al. (2005).\u0000\u0000\u0000Findings\u0000As is evident from the demographic figures, there needs to be timely intervention to appropriately manage the ageing population given the projected financial and population figures. Technology has proved beneficial especially with positive ageing. A significant reason for it hardly being used is the lack of thorough studies that demonstrate its cost-effectiveness. The studies that have tackled the subject of economic evaluation have provided mixed results with some labelling technology as cost-effective and the others opposing this finding. Studies have shown that even the simplest form of technology such as a phone call, mobile health application or a pedometer can be effective.\u0000\u0000\u0000Research limitations/implications\u0000The majority of research and funding is directed towards supporting the frail adults instead there should be equal focus on those who are reaching the old age group. Since current data suggest that people are living longer, early intervention is beneficial to reduce the number of years lived with disabilities along with associated costs of disease burden.\u0000\u0000\u0000Practical implications\u0000Healthcare policymakers need to take more proactive steps through incorporating technology rather than deferring its use until proven beneficial by large studies as this is not feasible given the rate at which technology is developing. Studies have shown that even the simplest form of technology such as a phone call, mobile health application or a pedometer can be effective.\u0000\u0000\u0000Social implications\u0000Technology increases awareness and allows people to be more disciplined with their health plan which increases good health. Early intervention also means relying and involving the primary level of care to manage the disease whic","PeriodicalId":42168,"journal":{"name":"Journal of Enabling Technologies","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2019-08-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JET-11-2018-0055","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41432147","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-08-06DOI: 10.1108/JET-12-2018-0060
Watthanasak Jeamwatthanachai, M. Wald, G. Wills
Purpose The purpose of this paper is to create a building rating system (BRS) with its bottom-up design model that can be carried out manually and in the future automatically. Design/methodology/approach The BRS is built on the basis of the structure of spatial representation framework for indoor navigation by people with visual impairment, which was validated with visually impaired people, and incorporated with building design standards and regulations from around the world. The BRS was afterwards validated by three groups of five experts in the related fields such as research and development, accessibility, and building and interior designs. Finally, the user evaluation was carried out by three focus groups of three experts in risk assessment to verify the usability of the system. Findings This paper provides the design and methodology of the BRS used for classifying the accessibility in buildings into four levels of classification for people with visual impairment navigating around the buildings. This system is evaluated with system usability scales (SUS), which is found to be in a “Good” level on average (72.2 SUS scores). Research limitations/implications Success criteria used in the space classification are mainly created for people with visual impairment at this stage; other disabilities requirements must be taken into account for the next stage of the development. Practical implications The system can be carried out in the future automatically in the form of standalone software or plugins that can be integrated in buildings and interior design software to seek recommendations toward a creation of inclusive built environment. Originality/value This paper presents a design architecture of BRS with its details, description and success criteria used in the space classification.
{"title":"Building rating system: an instrument for building accessibility measurement for better indoor navigation by blind people","authors":"Watthanasak Jeamwatthanachai, M. Wald, G. Wills","doi":"10.1108/JET-12-2018-0060","DOIUrl":"https://doi.org/10.1108/JET-12-2018-0060","url":null,"abstract":"\u0000Purpose\u0000The purpose of this paper is to create a building rating system (BRS) with its bottom-up design model that can be carried out manually and in the future automatically.\u0000\u0000\u0000Design/methodology/approach\u0000The BRS is built on the basis of the structure of spatial representation framework for indoor navigation by people with visual impairment, which was validated with visually impaired people, and incorporated with building design standards and regulations from around the world. The BRS was afterwards validated by three groups of five experts in the related fields such as research and development, accessibility, and building and interior designs. Finally, the user evaluation was carried out by three focus groups of three experts in risk assessment to verify the usability of the system.\u0000\u0000\u0000Findings\u0000This paper provides the design and methodology of the BRS used for classifying the accessibility in buildings into four levels of classification for people with visual impairment navigating around the buildings. This system is evaluated with system usability scales (SUS), which is found to be in a “Good” level on average (72.2 SUS scores).\u0000\u0000\u0000Research limitations/implications\u0000Success criteria used in the space classification are mainly created for people with visual impairment at this stage; other disabilities requirements must be taken into account for the next stage of the development.\u0000\u0000\u0000Practical implications\u0000The system can be carried out in the future automatically in the form of standalone software or plugins that can be integrated in buildings and interior design software to seek recommendations toward a creation of inclusive built environment.\u0000\u0000\u0000Originality/value\u0000This paper presents a design architecture of BRS with its details, description and success criteria used in the space classification.\u0000","PeriodicalId":42168,"journal":{"name":"Journal of Enabling Technologies","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2019-08-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JET-12-2018-0060","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48331193","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-06-18DOI: 10.1108/JET-02-2018-0009
L. Funnell, Isabel Garriock, B. Shirley, T. Williamson
Purpose The purpose of this paper is to understand factors that affect viewing of television news programmes by people living with dementia, and to identify dementia-friendly design principles for television news programmes and factors for personalising object-based media broadcast. Design/methodology/approach Extensive public involvement comprising two discussion groups with people with dementia and family carers informed the study design and provided supplementary secondary data. Primary data collection comprised a focus group interview with people with dementia (n=4) and family carers (n=4). Past viewing experiences and perceived barriers and facilitators to viewing television were explored. Participants commented on an array of video clips comprising varying segments of fictional news programmes, plus control versions of each segment. Findings Four themes were identified: content (general comments, context, type of media and pace); presenter (body language, clothing and accent); background (location and studio appearance); and technical aspects (graphics, sound, colours, camera, transitions, general issues). Research limitations/implications Limitations included a modest sample size which is offset by exemplary public involvement in informing the study design. Practical implications Measures ensured research involvement and participation was made accessible to people living with dementia. Social implications Participants benefited from sharing views with peers and expressed enhanced wellbeing from knowing their participation could lead to improved television viewing, an important social occupation, for people with dementia in the future. Originality/value This study is the first to be published which focusses on dementia-friendly television news programmes.
{"title":"Dementia-friendly design of television news broadcasts","authors":"L. Funnell, Isabel Garriock, B. Shirley, T. Williamson","doi":"10.1108/JET-02-2018-0009","DOIUrl":"https://doi.org/10.1108/JET-02-2018-0009","url":null,"abstract":"\u0000Purpose\u0000The purpose of this paper is to understand factors that affect viewing of television news programmes by people living with dementia, and to identify dementia-friendly design principles for television news programmes and factors for personalising object-based media broadcast.\u0000\u0000\u0000Design/methodology/approach\u0000Extensive public involvement comprising two discussion groups with people with dementia and family carers informed the study design and provided supplementary secondary data. Primary data collection comprised a focus group interview with people with dementia (n=4) and family carers (n=4). Past viewing experiences and perceived barriers and facilitators to viewing television were explored. Participants commented on an array of video clips comprising varying segments of fictional news programmes, plus control versions of each segment.\u0000\u0000\u0000Findings\u0000Four themes were identified: content (general comments, context, type of media and pace); presenter (body language, clothing and accent); background (location and studio appearance); and technical aspects (graphics, sound, colours, camera, transitions, general issues).\u0000\u0000\u0000Research limitations/implications\u0000Limitations included a modest sample size which is offset by exemplary public involvement in informing the study design.\u0000\u0000\u0000Practical implications\u0000Measures ensured research involvement and participation was made accessible to people living with dementia.\u0000\u0000\u0000Social implications\u0000Participants benefited from sharing views with peers and expressed enhanced wellbeing from knowing their participation could lead to improved television viewing, an important social occupation, for people with dementia in the future.\u0000\u0000\u0000Originality/value\u0000This study is the first to be published which focusses on dementia-friendly television news programmes.\u0000","PeriodicalId":42168,"journal":{"name":"Journal of Enabling Technologies","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2019-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JET-02-2018-0009","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42397975","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
a range of research including: serious games for education, end user involvement in research, stroke/TBI, cognitive impairment, technology comparison of of describe a participatory design approach in which deaf adults informed the iterative development of a mobile app to aid them in communication with hearing people. Lahav et al. pick up the theme of research into the use of robots, this time with high functioning students with autism. Designing the behavior of smart artifacts, these students were able to program robotic behavior independently and directly, without the involvement of a therapist. Proffitt et al. build on this and explore end user engagement at different stages of the design process and offer recommendations for the effective integration of input from end user clients and therapists in the development of VR technologies for rehabilitation. Howes et al. explore the User Centred Design of an Active Computer Gaming system with elders to deliver tailored rehabilitation exercises to meet their needs, in the context of falls prevention. Interestingly, this group had a strong preference for a screen display compared to using an Oculus Rift VR headset. Other research is this special issue considers how designer appreciation of the needs and requirements of people with “ hidden disabilities ” can improve the design and use of rehabilitation technology. Zubair et al. show the importance of effective personae description of children with autism, while Poyade et al. demonstrate successful user-informed development of a mobile app to provide virtual exposure therapy to help people with autism or PTSD cope with busy public environments.
{"title":"User involvement in virtual and augmented technologies and games for rehabilitation and learning: ICDVRAT-ITAG special issue","authors":"S. Cobb, P. Standen, D. Brown, P. Gamito","doi":"10.1108/JET-06-2019-075","DOIUrl":"https://doi.org/10.1108/JET-06-2019-075","url":null,"abstract":"a range of research including: serious games for education, end user involvement in research, stroke/TBI, cognitive impairment, technology comparison of of describe a participatory design approach in which deaf adults informed the iterative development of a mobile app to aid them in communication with hearing people. Lahav et al. pick up the theme of research into the use of robots, this time with high functioning students with autism. Designing the behavior of smart artifacts, these students were able to program robotic behavior independently and directly, without the involvement of a therapist. Proffitt et al. build on this and explore end user engagement at different stages of the design process and offer recommendations for the effective integration of input from end user clients and therapists in the development of VR technologies for rehabilitation. Howes et al. explore the User Centred Design of an Active Computer Gaming system with elders to deliver tailored rehabilitation exercises to meet their needs, in the context of falls prevention. Interestingly, this group had a strong preference for a screen display compared to using an Oculus Rift VR headset. Other research is this special issue considers how designer appreciation of the needs and requirements of people with “ hidden disabilities ” can improve the design and use of rehabilitation technology. Zubair et al. show the importance of effective personae description of children with autism, while Poyade et al. demonstrate successful user-informed development of a mobile app to provide virtual exposure therapy to help people with autism or PTSD cope with busy public environments.","PeriodicalId":42168,"journal":{"name":"Journal of Enabling Technologies","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2019-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JET-06-2019-075","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49472711","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-06-17DOI: 10.1108/JET-12-2018-0062
M. S. Zubair, D. Brown, T. Hughes-Roberts, M. Bates
Purpose Personae are simple tools for describing users, their characteristics and their goals. They are valuable tools when designing for a specific group of users, such as children with autism spectrum condition (ASC). The purpose of this paper is to propose, validate and revise a methodology for creating accurate, data grounded personae for children with ASC. Design/methodology/approach The proposed method is based mainly on Cooper et al.’s (2007) persona construction method. It proposes gathering and analysing qualitative data from users and experts to either create a new persona or extend an existing one. The method is then applied to create personae for the design of a visual programming tool for children with ASC. Based on the results of the application, observations and lessons learnt, a revised version of the method is proposed. Findings The method’s combined use of user data and expert knowledge produced a set of personae that have been well reviewed by experts so far. The method’s use of a questionnaire to validate personae also produced relevant qualitative feedback. On review, possible downsides of extending existing personae were identified. Therefore, a revised method was introduced, eliminating the need to extend existing personae, and stressing the importance of utilising user data, expert knowledge and feedback. Originality/value This paper addresses the need for a well-defined method for creating data grounded personae that accurately describe the characteristics and goals of children with ASC. Such personae can be used to design and develop more accessible and usable products.
{"title":"A method of creating personae for children with autism spectrum condition: application and revision","authors":"M. S. Zubair, D. Brown, T. Hughes-Roberts, M. Bates","doi":"10.1108/JET-12-2018-0062","DOIUrl":"https://doi.org/10.1108/JET-12-2018-0062","url":null,"abstract":"\u0000Purpose\u0000Personae are simple tools for describing users, their characteristics and their goals. They are valuable tools when designing for a specific group of users, such as children with autism spectrum condition (ASC). The purpose of this paper is to propose, validate and revise a methodology for creating accurate, data grounded personae for children with ASC.\u0000\u0000\u0000Design/methodology/approach\u0000The proposed method is based mainly on Cooper et al.’s (2007) persona construction method. It proposes gathering and analysing qualitative data from users and experts to either create a new persona or extend an existing one. The method is then applied to create personae for the design of a visual programming tool for children with ASC. Based on the results of the application, observations and lessons learnt, a revised version of the method is proposed.\u0000\u0000\u0000Findings\u0000The method’s combined use of user data and expert knowledge produced a set of personae that have been well reviewed by experts so far. The method’s use of a questionnaire to validate personae also produced relevant qualitative feedback. On review, possible downsides of extending existing personae were identified. Therefore, a revised method was introduced, eliminating the need to extend existing personae, and stressing the importance of utilising user data, expert knowledge and feedback.\u0000\u0000\u0000Originality/value\u0000This paper addresses the need for a well-defined method for creating data grounded personae that accurately describe the characteristics and goals of children with ASC. Such personae can be used to design and develop more accessible and usable products.\u0000","PeriodicalId":42168,"journal":{"name":"Journal of Enabling Technologies","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2019-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JET-12-2018-0062","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44516047","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-06-17DOI: 10.1108/JET-12-2018-0058
Katerina Pieri, S. Cobb
Purpose People with severe or profound hearing loss face daily communication problems mainly due to the language barrier between themselves and the hearing community. Their hearing deficiency, as well as their use of sign language, often makes it difficult for them to use and understand spoken language. Cyprus is amongst the top 5 European countries with a relatively high proportion of registered deaf people (0.12 per cent of the population: GUL, 2010). However, lack of technological and financial support to the Deaf Community of Cyprus leaves the Cypriot deaf people unsupported and marginalised. The paper aims to discuss this issue. Design/methodology/approach This study implemented user-centred design methods to explore the communication needs and requirements of Cypriot deaf people and develop a functional prototype of a mobile app to help them to communicate more effectively with hearing people. A total of 76 deaf adults were involved in various stages of the research. This paper presents the participatory design activities (N=8) and results of usability testing (N=8). Findings The study found that users were completely satisfied with the mobile app and, in particular, they liked the use of Cypriot Sign Language (CSL) videos of a real person interpreting hearing people’s speech in real time and the custom onscreen keyboard to allow faster selection of text input. Originality/value Despite advances in communication aid technologies, there is currently no technology available that supports CSL or real-time speech to sign language conversion for the deaf people of Cyprus.
{"title":"Mobile app communication aid for Cypriot deaf people","authors":"Katerina Pieri, S. Cobb","doi":"10.1108/JET-12-2018-0058","DOIUrl":"https://doi.org/10.1108/JET-12-2018-0058","url":null,"abstract":"\u0000Purpose\u0000People with severe or profound hearing loss face daily communication problems mainly due to the language barrier between themselves and the hearing community. Their hearing deficiency, as well as their use of sign language, often makes it difficult for them to use and understand spoken language. Cyprus is amongst the top 5 European countries with a relatively high proportion of registered deaf people (0.12 per cent of the population: GUL, 2010). However, lack of technological and financial support to the Deaf Community of Cyprus leaves the Cypriot deaf people unsupported and marginalised. The paper aims to discuss this issue.\u0000\u0000\u0000Design/methodology/approach\u0000This study implemented user-centred design methods to explore the communication needs and requirements of Cypriot deaf people and develop a functional prototype of a mobile app to help them to communicate more effectively with hearing people. A total of 76 deaf adults were involved in various stages of the research. This paper presents the participatory design activities (N=8) and results of usability testing (N=8).\u0000\u0000\u0000Findings\u0000The study found that users were completely satisfied with the mobile app and, in particular, they liked the use of Cypriot Sign Language (CSL) videos of a real person interpreting hearing people’s speech in real time and the custom onscreen keyboard to allow faster selection of text input.\u0000\u0000\u0000Originality/value\u0000Despite advances in communication aid technologies, there is currently no technology available that supports CSL or real-time speech to sign language conversion for the deaf people of Cyprus.\u0000","PeriodicalId":42168,"journal":{"name":"Journal of Enabling Technologies","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2019-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JET-12-2018-0058","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41407853","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-06-17DOI: 10.1108/JET-12-2018-0057
S. Howes, D. Charles, K. Pedlow, Iseult M. Wilson, Dominic E. Holmes, S. McDonough
Purpose Active computer gaming (ACG) is a way for older people to participate in strength and balance exercise. Involving older adults in the development of a bespoke ACG system may optimise its usability and acceptability. The purpose of this paper is to employ user-centred design to develop an ACG system to deliver strength and balance exercises, and to explore its safety, usability and acceptability in older adults. Design/methodology/approach This paper describes user involvement from an early stage, and its influence on the development of the system to deliver strength and balance exercise suitable for display on a flat screen or using an Oculus Rift virtual reality (VR) headset. It describes user testing of this ACG system in older adults. Findings Service users were involved at two points in the development process. Their feedback was used to modify the ACG system prior to user testing of a prototype of the ACG system by n=9 older adults. Results indicated the safety, usability and acceptability of the system, with a strong preference for the screen display. Research limitations/implications The sample size for user testing was small; however, it is considered to have provided sufficient information to inform the further development of the system. Practical implications Findings from user testing were used to modify the ACG system. This paper identified that future research could explore the influence of repeated use on the usability and acceptability of ACG in older adults. Originality/value There is limited information on the usability and acceptability VR headsets in this population.
{"title":"User-centred design of an active computer gaming system for strength and balance exercises for older adults","authors":"S. Howes, D. Charles, K. Pedlow, Iseult M. Wilson, Dominic E. Holmes, S. McDonough","doi":"10.1108/JET-12-2018-0057","DOIUrl":"https://doi.org/10.1108/JET-12-2018-0057","url":null,"abstract":"\u0000Purpose\u0000Active computer gaming (ACG) is a way for older people to participate in strength and balance exercise. Involving older adults in the development of a bespoke ACG system may optimise its usability and acceptability. The purpose of this paper is to employ user-centred design to develop an ACG system to deliver strength and balance exercises, and to explore its safety, usability and acceptability in older adults.\u0000\u0000\u0000Design/methodology/approach\u0000This paper describes user involvement from an early stage, and its influence on the development of the system to deliver strength and balance exercise suitable for display on a flat screen or using an Oculus Rift virtual reality (VR) headset. It describes user testing of this ACG system in older adults.\u0000\u0000\u0000Findings\u0000Service users were involved at two points in the development process. Their feedback was used to modify the ACG system prior to user testing of a prototype of the ACG system by n=9 older adults. Results indicated the safety, usability and acceptability of the system, with a strong preference for the screen display.\u0000\u0000\u0000Research limitations/implications\u0000The sample size for user testing was small; however, it is considered to have provided sufficient information to inform the further development of the system.\u0000\u0000\u0000Practical implications\u0000Findings from user testing were used to modify the ACG system. This paper identified that future research could explore the influence of repeated use on the usability and acceptability of ACG in older adults.\u0000\u0000\u0000Originality/value\u0000There is limited information on the usability and acceptability VR headsets in this population.\u0000","PeriodicalId":42168,"journal":{"name":"Journal of Enabling Technologies","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2019-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JET-12-2018-0057","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43715694","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-06-17DOI: 10.1108/JET-12-2018-0069
O. Lahav, V. Talis, Ravit Shelkovitz, R. Horen
Purpose The purpose of this paper is to examine the ability of high-functioning autistic (HFA) children to programme robotic behaviour and sought to elucidate how they describe and construct a robot’s behaviour using iconic programming software. Design/methodology/approach The robotic learning environment is based on the iPad, an iconic programming app (KinderBot), and EV3. Two case studies, of A. and N., both HFA children of average age 10.5, are the focus of this research. Findings The research revealed how the participants succeeded in programming the behaviour of an “other” at different programming complexity levels (from simple action to combinations of states of two binary sensors and rule with subroutine). A transformation from procedural to declarative description was also found. Practical implications This research on the ability of HFA children to programme robotic behaviour yielded results that can be implemented in K-12 education. Furthermore, learning to programme robots and understand how robotic technologies work may help HFA children to better understand other technology in their environment. Originality/value In this research, the authors present an innovative approach that for the first time enables HFA children to “design” the behaviour of smart artefacts to use their sensors to adapt in accordance with the environment. For most HFA children, this would be the first opportunity to “design” the behaviour of the other, as opposed to oneself, since in most of their experience they have been largely controlled by another person.
{"title":"High-functioning autistic children programming robotic behaviour","authors":"O. Lahav, V. Talis, Ravit Shelkovitz, R. Horen","doi":"10.1108/JET-12-2018-0069","DOIUrl":"https://doi.org/10.1108/JET-12-2018-0069","url":null,"abstract":"\u0000Purpose\u0000The purpose of this paper is to examine the ability of high-functioning autistic (HFA) children to programme robotic behaviour and sought to elucidate how they describe and construct a robot’s behaviour using iconic programming software.\u0000\u0000\u0000Design/methodology/approach\u0000The robotic learning environment is based on the iPad, an iconic programming app (KinderBot), and EV3. Two case studies, of A. and N., both HFA children of average age 10.5, are the focus of this research.\u0000\u0000\u0000Findings\u0000The research revealed how the participants succeeded in programming the behaviour of an “other” at different programming complexity levels (from simple action to combinations of states of two binary sensors and rule with subroutine). A transformation from procedural to declarative description was also found.\u0000\u0000\u0000Practical implications\u0000This research on the ability of HFA children to programme robotic behaviour yielded results that can be implemented in K-12 education. Furthermore, learning to programme robots and understand how robotic technologies work may help HFA children to better understand other technology in their environment.\u0000\u0000\u0000Originality/value\u0000In this research, the authors present an innovative approach that for the first time enables HFA children to “design” the behaviour of smart artefacts to use their sensors to adapt in accordance with the environment. For most HFA children, this would be the first opportunity to “design” the behaviour of the other, as opposed to oneself, since in most of their experience they have been largely controlled by another person.\u0000","PeriodicalId":42168,"journal":{"name":"Journal of Enabling Technologies","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2019-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JET-12-2018-0069","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42190991","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-06-17DOI: 10.1108/JET-12-2018-0070
Maria Jose Galvez Trigo, P. Standen, S. Cobb
Purpose The purpose of this paper is to identify the main reasons for low uptake of robots in special education (SE), obtained from an analysis of previous studies that used robots in the area, and from interviewing SE teachers about the topic. Design/methodology/approach An analysis of 18 studies that used robots in SE was performed, and the conclusions were complemented and compared with the feedback from interviewing 13 SE teachers from Spain and the UK about the reasons they believed caused the low uptake of robots in SE classrooms. Findings Five main reasons why SE schools do not normally use robots in their classrooms were identified: the inability to acquire the system due to its price or availability; its difficulty of use; the low range of activities offered; the limited ways of interaction offered; and the inability to use different robots with the same software. Originality/value Previous studies focussed on exploring the advantages of using robots to help children with autism spectrum conditions and learning disabilities. This study takes a step further and looks into the reasons why, despite the benefits shown, robots are rarely used in real-life settings after the relevant study ends. The authors also present a potential solution to the issues found: involving end users in the design and development of new systems using a user-centred design approach for all the components, including methods of interaction, learning activities and the most suitable type of robots.
{"title":"Robots in special education: reasons for low uptake","authors":"Maria Jose Galvez Trigo, P. Standen, S. Cobb","doi":"10.1108/JET-12-2018-0070","DOIUrl":"https://doi.org/10.1108/JET-12-2018-0070","url":null,"abstract":"\u0000Purpose\u0000The purpose of this paper is to identify the main reasons for low uptake of robots in special education (SE), obtained from an analysis of previous studies that used robots in the area, and from interviewing SE teachers about the topic.\u0000\u0000\u0000Design/methodology/approach\u0000An analysis of 18 studies that used robots in SE was performed, and the conclusions were complemented and compared with the feedback from interviewing 13 SE teachers from Spain and the UK about the reasons they believed caused the low uptake of robots in SE classrooms.\u0000\u0000\u0000Findings\u0000Five main reasons why SE schools do not normally use robots in their classrooms were identified: the inability to acquire the system due to its price or availability; its difficulty of use; the low range of activities offered; the limited ways of interaction offered; and the inability to use different robots with the same software.\u0000\u0000\u0000Originality/value\u0000Previous studies focussed on exploring the advantages of using robots to help children with autism spectrum conditions and learning disabilities. This study takes a step further and looks into the reasons why, despite the benefits shown, robots are rarely used in real-life settings after the relevant study ends. The authors also present a potential solution to the issues found: involving end users in the design and development of new systems using a user-centred design approach for all the components, including methods of interaction, learning activities and the most suitable type of robots.\u0000","PeriodicalId":42168,"journal":{"name":"Journal of Enabling Technologies","volume":null,"pages":null},"PeriodicalIF":2.2,"publicationDate":"2019-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JET-12-2018-0070","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45945983","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}