
Purpose – The purpose of this paper is to outline the application of user centred design (UCD) within a research project to support the design, development and evaluation of a brain computer interface (BCI) with associated home-based services and remote therapy station for people with acquired brain injury (ABI). Design/methodology/approach – A multi- stakeholder UCD approach was adopted to include people living with ABI, their caregivers and therapists providing rehabilitation. A three-phased iterative approach was implemented: Phase 1 was to gather user requirements, Phase 2 an iterative design phase with end user (EU) groups and therapists and finally the verification and implementation phase. The final phase had two strands of a home-based BCI evaluation with target EUs and their caregivers, alongside this, therapists evaluated the final therapist station that supports the use of the BCI at home. Ethical governance, inline with Ulster University, was awarded. Findings – UCD enabled the co-creation and validation of a home-based BCI system for social inclusion and rehabilitation. Originality/value – This was the first BCI project to adopt UCD to design and validation a novel home-based BCI system and migrate this from the lab to home. It highlights the importance of UCD to bridge the gap between the technical developers and those whom the technology is aimed at. This complex design process is essential to increase usability and reduce device abandonment.
Purpose This short paper reports on the fourth seminar in a seven-seminar series entitled, “Innovative Technologies for Autism: Critical Reflections on Digital Bubbles”, funded by the UK Economic and Social Research Council. The purpose of this paper is to consider in more depth the technologies being developed and used in the autism field, and to critically reflect on their relative benefits and potential pitfalls. Design/methodology/approach Presentations from key researchers and practitioners are reviewed, highlighting contemporary issues in the area of autism and technology. The presentations include descriptions of cutting-edge technologies as well as the role of technology in human-human interaction. Findings Despite its potential, technology for autism is regarded by many with some caution: technology per se cannot provide solutions to key issues in the field. However, by looking in more depth at the features of new technologies and the interactions that take place with and around them, we can begin to build up a picture of best practice around technology for autism. Originality/value This paper offers up-to-date insights from leading academics on the benefits and challenges of innovative technologies in the field of autism research and practice. Specifically, it highlights the importance of including a breadth of expertise in the design of such tools, and the need to consider technology as a means to an end, rather than an end in itself.
Purpose - Senior citizen falls are one of the highest-cost factors of healthcare within this population group. Various approaches for automatic fall detection exist. However, little is known about the seniors' acceptance of these systems. The purpose of this paper is to investigate the acceptance of automatic fall detection devices as well as the technological commitment and the health status in community-dwelling adults with a predefined risk of falling.Design/methodology/approach - Seniors with a risk of falling were equipped with either an accelerometer or an accelerometer with an additional visual and optical fall detection system in a sub-group of the study population for a period of eight weeks. Pre- and post-study questionnaires were used to assess attitudes and acceptance toward technology.Findings - In total, 14 subjects with a mean age of 75.1 years completed the study. Acceptance toward all sensors was high and subjects were confident in their ability to handle technology. Medical assessments showed only very mild physical and no mental impairments. Measures that assured subjects privacy protection were welcomed. Sensor technology should be as unobtrusive as possible.Originality/value - Privacy protection and uncomplicated use of the fall detection equipment led to high acceptance in seniors with high-technical commitment and good health status. Issues to further improve acceptance could be identified. Future research on different populations is necessary.
Purpose This paper assesses the ability of the minimally verbal child with autism to recognise their own voice. The rationale for this study rests in recent advances in technology aimed at making the voice of speech generating devices (SGDs) sound more like the child using them (van Santen and Black, 2009). The purpose of this paper is to investigate the child’s ability to actually recognise the sound of their own voice in a series of short experiments using computer-based methodology. Design/methodology/approach Using a voice-face matching computerised paradigm, the performance of 33 children with autism was compared to that of 27 children with developmental delay (DD), and 33 typically developing (TD) children. The children were matched for verbal and non-verbal ability and a training period was conducted prior to the main test to ensure children’s understanding of what was expected of them. Findings The findings of this study suggest that the child with autism recognise the sound of their own voice at test, but with much greater difficulty than age-and-ability matched comparison groups. The implications of this finding are useful for researchers in the field of speech mimicry technology and manufacturers of SGD software packages. The paper also provides empirical insights about how the child with autism may process voice in their everyday social interactions. Research limitations/implications Some limitations to this study exist, for instance, there were only a small number of presentations involving self-voice in this task. This may have over simplified the process for the young TD children and the children with DD. Nevertheless, it is striking that despite being matched for non-verbal mental age, the children with autism performed significantly less well than either of the other two groups of children. However, future studies would benefit from adjusting the number of presentations of voice and face accordingly. It is also important to note that for some children with autism the simultaneous presentation of faces and voices may act more as an interference effect (Cook and Wilding, 1997; Joassin et al., 2004) than a facilitation effect (Molholm et al., 2002). Future studies may wish to test a subgroup on voice recognition without the aid of visual prompts. Practical implications The paper includes implications for the type of voice children with autism may prefer to use when communicating via a SGD. The authors suggest that if the child does not recognise or prefer the sound of their own natural voice on such devices, partial or complete abandonment of the SGD may occur. Originality/value This paper fulfils an identified need to research how children’s abilities and preferences can be taken into account at the point of decision making for particular communication tools.
Purpose - The purpose of this paper is to examine a central need of students who are blind: the ability to access science curriculum content.Design/methodology/approach - Agent-based modeling is a relatively new computational modeling paradigm that models complex dynamic systems. NetLogo is a widely used agent-based modeling language that enables exploration and construction of models of complex systems by programming and running the rules and behaviors. Sonification of variables and events in an agent-based NetLogo computer model of gas in a container is used to convey phenomena information. This study examined mainly two research topics: the scientific conceptual knowledge and systems reasoning that were learned as a result of interaction with the listen-to-complexity (L2C) environment as appeared in answers to the pre-and post-tests and the learning topics of kinetic molecular theory of gas in chemistry that was learned as a result of interaction with the L2C environment. The case study research focused on A., a woman who is adventitiously blind, for eight sessions.Findings - The participant successfully completed all curricular assignments; her scientific conceptual knowledge and systems reasoning became more specific and aligned with scientific knowledge.Practical implications - A practical implication of further studies is that they are likely to have an impact on the accessibility of learning materials, especially in science education for students who are blind, as equal access to low-cost learning environments that are equivalent to those used by sighted users would support their inclusion in the K-12 academic curriculum.Originality/value - The innovative and low-cost learning system that is used in this research is based on transmittal of visual information of dynamic and complex systems, providing perceptual compensation by harnessing auditory feedback. For the first time the L2C system is based on sound that represents a dynamic rather than a static array. In this study, the authors explore how a combination of several auditory representations may affect cognitive learning ability.
Purpose Prostate cancer is the most common cancer diagnosed in men in the UK. Black men are in a higher prostate cancer risk group possibly due to inherent genetic factors. The purpose of this paper is to introduce PROstate Cancer Evaluation and Education (PROCEE), an innovative serious game aimed at providing prostate cancer information and risk evaluation to black African-Caribbean men. Design/methodology/approach PROCEE has been carefully co-designed with prostate cancer experts, prostate cancer patients and members of the black African-Caribbean community in order to ensure that it meets the real needs and expectations of the target audience. Findings During the co-design process, the users defined an easy to use and entertaining game which can effectively raise awareness, inform users about prostate cancer and their risk, and encourage symptomatic men to seek medical attention in a timely manner. Originality/value During focus group evaluations, users embraced the game and emphasised that it can potentially have a positive impact on changing user behaviour among high risk men who are experiencing symptoms and who are reluctant to visit their doctor.
Purpose - The purpose of this paper is to design and test effective indoor navigation solutions for visually impaired people in situations where GPS, bluetooth or Wi-Fi signals are unavailable. The authors use the inertial measurement units (IMU), the compass and the barometer of a smart phone. Design/methodology/approach - The authors have used commercial Android smart phones with IMU, compass and barometer to record a path and to give navigation instructions in an adapted way using a mobility-specific vocabulary. The method proposed is to save paths taking into account different indoor waypoints such as the stairs (change from one floor to another) and the change of direction of the trajectory of the path (e.g. one-fourth turn right or left), recording data from the IMU sensor's, compass and barometer of the smart phone. Having this information and the characteristics of the each segment (distance, azimuth to the north and pressure) of the path, it is possible to provide functional navigation guidance to the visually impaired subject. Three different visually impaired people (one partially sighted and two fully blind) and three sighted people have tested the paths. The efficiency of the navigation is analyzed in terms of distance and time using the comparison between blind and sighted people. Findings - The main finding is that it is possible to guide visually impaired people some hundreds of meters just using the sensors of a smart phone under certain conditions: the visually impaired person has to understand the guidance instructions and respect some strategies (e.g. not to walk diagonally across vast spaces). Additionally it is observed that the visually impaired participants walked distances, which are not much different to the optimal values. On the other hand; because of their hesitations using their white cane to find free paths, they take in some cases 50 percent more time to arrive (for a few minutes path, this time is not critical and even more efficient than looking for a guide). One thing to highlight is that even with this hesitation, the subjects arrived to the final destination. Originality/value - This paper demonstrates how an IMU coupled to a compass and a barometer from a Smart Phone employing a spoken mobility language (e.g. next corridor to the left; at the end of the stairs turn right, turn left, etc.) can guide visually impaired people inside buildings.
Purpose - The purpose of this paper is to describe the evaluation of an educational occupational therapy home visit simulation newly built in Unity, compared with a previously created simulation based in the Open Sim platform. The evaluation is based on students' preferences.Design/methodology/approach - A simulation was built in Unity in which the academic content was identical to the previous Open Sim-based simulation. Student groups used the simulations then completed a questionnaire. Numerical data and descriptive comments were analysed.Findings - Students preferred the simulation built in Unity to the Open Sim simulation. Improvements with the Unity simulation include; reduced time to gain competence to use, ease of use and fewer negative physiological experiences. The small percentage of students experiencing motion sickness is an ongoing concern and warrants further investigation. The Unity simulation may also be useful as an academic assessment tool.Research limitations/implications - Findings are limited by short time usage of the simulations in 3D virtual worlds with confined spaces and no requirement for in-world group interaction, and by some methodological limitations including the research being based within a single higher education institution, and with a profession-specific group of students.Originality/value - This paper highlights student preference for using a purpose built simulation created with Unity over a simulation built in Open Sim, showing where best to spend future development time and funding. Similar comparison research is scarce.
Purpose The purpose of this paper is to present the work of the European Network for Technology Enhanced Learning in an Inclusive Society project, which addresses the challenges of the digital divide for people with disabilities of all ages. Design/methodology/approach The project employs a number of activities and approaches which involve people with disabilities and other stakeholders, in order collect scientific knowledge, views, suggestions and experiences that will help in bridging the digital divide. These include literature review and qualitative methodologies of data collection, such as interviews with stakeholders, focus groups and living labs. Findings The benefits of (assistive) technology in the lives of people with disabilities are highly appreciated. However, a number of barriers, including lack of digital skills are identified. Thus the development of (assistive) technology competencies programmes is suggested. In addition, there is evidence of the need to further involve all stakeholders and increase awareness. Social implications The most important implication of the project is the production of the manifesto against the digital divide. With this document the project consortium justifies for action on raising awareness regarding the rights of persons with disabilities of all ages to be digitally included. Originality/value The value of the project lies upon the publication of the manifesto against the digital divide, which has already been endorsed by a number of organisations in Europe and elsewhere, with the aspiration of influencing policy makers and practitioners to collaborate in order to bridge the digital divide.
Purpose The purpose of this paper is to present a preliminary psychometric evaluation of the electronic mobile shower commode assessment tool (eMAST) 1.0. Design/methodology/approach A cross-sectional validation study was undertaken with 32 adults with spinal cord injury (SCI), aged 18 years or older, who use mobile shower commodes for toileting and/or showering. The eMAST 1.0, Quebec user evaluation of satisfaction with assistive technology, Version 2.0 (QUEST 2.0), and modified system usability scale (SUS) were administered online via SurveyMonkey. The eMAST 1.0 was re-administered approximately seven days later. Psychometric properties of internal consistency, test-retest reliability, and convergent validity were assessed. Findings As hypothesised, the eMAST 1.0 demonstrated strong internal consistency (Cronbach’s α=0.73, N=32); acceptable test-retest reliability (intra-class coefficient (3, 1)=0.75 (0.53-0.88, 95 per cent confidence interval) (n=27)); and strong, positive correlations with the QUEST 2.0’s devices subscale and modified SUS (Pearson’s correlation coefficients 0.70 and 0.63, respectively). Research limitations/implications The sample was not fully representative of Australian data in terms of gender, or state of residence, but was representative in terms of SCI level. Age data were not assessed. The sample size was small but adequate for a preliminary psychometric evaluation. Originality/value The preliminary psychometric evaluation indicates the eMAST 1.0 is a valid and reliable instrument that measures usability of MSCs for adults with SCI. It may be useful for exploring relationships between usability and satisfaction of MSCs.
Purpose – The purpose of this paper is to evaluate an approach to automating goals for supporting home care, with a view to understanding user experience when defining such goals and hence identifying improvements that could be made to the approach. Design/methodology/approach – The study was designed to answer the key research question of whether users can understand, formulate and relate to automated goals for home care. In order to do this, a fictional text-based scenario was used about a couple with care needs. This helped to explore the feasibility, acceptability and usability of goals to manage care at home. Face-to-face qualitative interviews were undertaken with ten participants with a background in social care: four social care professionals; one health care professional; one formal carer; one informal carer; and three end users. Findings – Overall, participants were positive about being able to control the MATCH (Mobilising Advanced Technologies for Care at Home) system through the use of goals. The results from the participant interviews will be used to help guide potential improvements to the home care system. The main issue that emerged from the study is that it would be valuable to think in terms of outcomes as a higher level than goals. A second consideration is that it would be desirable to adopt terminology that can be understood by all stakeholders. Research limitations/implications – The study has demonstrated that automated goals for home care have a useful role to play and can be successfully used by end users and carers. Although the range of participants in the study was limited, it has allowed confidence to be built in the approach and has identified useful pointers for future development. Practical implications – With the evaluation and validation of the goal-based approach, it has encouraged the developers to make automated goals more widely available in future deployment of the home care system. Social implications – The use of automated goals to support home care has been shown to be acceptable to end users and carers. This will allow future home care systems to offer more personal and better customised services to those receiving telecare. Originality/value – The study provides a unique evaluation of the use of automated goals to support home care. Previous use of goals in the literature has been for highly technical applications, so their application to home care is novel and speculative. The study has demonstrated that the approach is viable, useful, and usable by end users and carers.
Purpose – The purpose of this paper is to provide a review of the experiences in working collaboratively with physically impaired visual artists and other stakeholders (e.g. disability arts organisations, charities, personal assistants, special needs colleges, assistive technologists, etc.) to explore the potential of digital assistive tools to support and transform practice. Design/methodology/approach – The authors strategically identified key organisations as project partners including Disability Arts Shropshire, Arts Council England, the British Council, SCOPE, and National Star College (a large special needs college). This multi-disciplinary team worked together to develop relationships with disabled artists and to collaboratively influence the research focus around investigating the current practice of physically impaired artists and the impact of digital technologies on artistic work. Findings – The collaborations with disabled artists and stakeholders throughout the research process have enriched the project, broadened and deepened research impact, and enabled a firsthand understanding of the issues around using assistive technology for artistic work. Artists and stakeholders have become pro-active collaborators and advocates for the project as opposed to being used only for evaluation purposes. A flexible research approach was crucial in helping to facilitate research studies and enhance impact of the work. Originality/value – This paper is the first to discuss experiences in working with physically impaired visual artists – including the benefits of a collaborative approach and the considerations that must be made when conducting research in this area. The observations are also relevant to researchers working with disabled participants in other fields.
Purpose – A number of participatory research methodologies can be used to assist with developing assistive technologies. These methods vary in the amount that users lead and contribute to the work. Selecting the correct method can be important to ensure the overall success of the project and the engagement of users. The purpose of this paper is to explore factors that can impact on the degree of user participation. Design/methodology/approach – The paper considers whether criteria, that might influence assistive technology (AT) selection made during an assessment of need, review or purchasing process, could also be used to clarify the appropriate strategies for user involvement when developing assistive technologies. It outlines how this approach has been applied to two research and development projects which aimed to improve AT provision within niche markets. Findings – The paper demonstrates that it is possible to apply a decision making process to selecting the best participatory research method, based on factors affecting AT need. It reports on the outcomes of the user participation in the two research and development projects and discusses how this design approach has been applied to a third project. Originality/value – By examining a possible framework for identifying appropriate user-participation approaches, this paper will aid those designing research and development AT projects, whilst encouraging user participation within similar projects.
Purpose – The purpose of this paper is to reflect upon on the opportunities and challenges of engaging with a wide variety of stakeholders during the design, development and evaluation of innovative technologies for people with autism. Autism is defined in part by difficulties in social communication and interaction, and is therefore particularly pertinent when considering the opportunities and challenges of participatory design (PD). Design/methodology/approach – A series of presentations from key researchers and practitioners are reviewed, highlighting contemporary issues about how technologies have been designed to improve educational support using a range of methods and processes for stakeholder involvement. Findings – Involvement per se does not constitute engagement as a design partner. The interdisciplinary nature of PD, combined with the viewpoints of communities beyond academia, need to be integrated in a manner that allows for different perspectives and voices, and for the “trace” of the contribution to be evidenced. The level of evidence required for demonstrating effective support needs to be considered in terms of both the outcomes of projects and the processes for involving stakeholders in PD. Originality/value – This paper offers an up-to-date insight from lead researchers into key debates about the benefits and challenges of PD with autistic people and the broader autism community. Its value lies in raising questions about, and discussing evidence that challenges, some of the assumptions that underpin both PD processes and the needs of the autistic community.
Purpose – The purpose of this paper is to reflect on engaging young autistic people in the participatory design of the Autism & Uni online toolkit. The purpose of the toolkit is to provide autistic students with information and strategies for dealing with the challenges they may encounter when entering higher education. The study adds to existing research on participatory design by considering the specific needs and contributions of autistic people who are of average or higher intelligence, academically competent and generally articulate, a group that has received limited attention hitherto. Design/methodology/approach – The research used a five-step design thinking approach and engaged multiple stakeholders at different points. The paper covers the whole process, paying particular attention to the final two steps of prototyping and testing. During three participatory design workshops, autistic people acted as co-designers and co-creators. Findings – The workshops were effective in engaging participants in various design activities and rich discussions. Several assumptions about capabilities and preferences of autistic people were challenged. Design thinking proved a suitable framework for involving this group in the creation of solutions that serve their needs. Research limitations/implications – Because of the low number of workshop participants (11), research results may lack generalisability. Also, the workshop format with its focus on group activities may discourage some autistic people to take part. Further work is needed to explore this and to confirm the reported findings. Practical implications – The paper offers practical advice regarding how to involve autistic people in co-design activities. Social implications – The research contributes to a strength-based view of autism, rather than one that focuses on deficits. Originality/value – The paper provides new perspectives on the strengths of autistic people in participatory design settings, with a focus on those autistic people who are of average or higher intelligence and able to communicate effectively.
Purpose – The purpose of this paper is to provide a review of the use of wearable technologies that focuses on applications that tackle sensory and communication deficits, physical disabilities and alarm and activity monitoring. It is intended to promote the introduction of more wearable approaches to providing assistive technologies because of their benefits in utilisation and aesthetic appeal. Design/methodology/approach – The approach involves a comparison of different types of portable device in order to identify different groups that may be beneficial to different application areas. Recent advances are then considered for each area. Findings – The work demonstrates that the use of wearable AT device is increasing due to improvements in materials, battery power and connected intelligence such as smartphones. They will allow new devices to be introduced that are smaller, lighter and more usable. Practical implications – Utilisation of assistive technologies is likely to improve as wearable devices become the norm across a wide range of applications Social implications – Approaches to improving the Quality of Life of people with disabilities through an extended use of assistive technologies will be enhanced by the increased range of devices available and by their performance. Originality/value – To the best of the authors’ knowledge, this is the first review of wearable devices that has focused on the needs of people who have rehabilitation and/or social care needs. Its value lies in encouraging manufacturers and designers to use wearable approaches to solving some of the problems facing vulnerable people.
Purpose – The purpose of this paper is to present a novel non-contact method of using head movement to control software without the need for wearable devices. Design/methodology/approach – A webcam and software are used to track head position. When the head is moved through a virtual target, a keystroke is simulated. The system was assessed by participants with impaired mobility using Sensory Software’s Grid 2 software as a test platform. Findings – The target user group could effectively use this system to interact with switchable software. Practical implications – Physical head switches could be replaced with virtual devices, reducing fatigue and dissatisfaction. Originality/value – Using a webcam to control software using head gestures where the participant does not have to wear any specialised technology or a marker. This system is shown to be of benefit to motor impaired participants for operating switchable software.
Purpose – The purpose of this paper is to provide an overview of navigational assistive technologies with various sensor modalities and alternative perception approaches for visually impaired people. It also examines the input and output of each technology, and provides a comparison between systems. Design/methodology/approach – The contributing authors along with their students thoroughly read and reviewed the referenced papers while under the guidance of domain experts and users evaluating each paper/technology based on a set of metrics adapted from universal and system design. Findings – After analyzing 13 multimodal assistive technologies, the authors found that the most popular sensors are optical, infrared, and ultrasonic. Similarly, the most popular actuators are audio and haptic. Furthermore, most systems use a combination of these sensors and actuators. Some systems are niche, while others strive to be universal. Research limitations/implications – This paper serves as a starting point for further research in benchmarking multimodal assistive technologies for the visually impaired and to eventually cultivate better assistive technologies for all. Social implications – Based on 2012 World Health Organization, there are 39 million blind people. This paper will have an insight of what kind of assistive technologies are available to the visually impaired people, whether in market or research lab. Originality/value – This paper provides a comparison across diverse visual assistive technologies. This is valuable to those who are developing assistive technologies and want to be aware of what is available as well their pros and cons, and the study of human-computer interfaces.
Purpose – The purpose of this paper is to introduce an end-to-end process to improve the prescription, uptake and utilisation of assisted living technologies in order to improve outcomes for older and disabled people. Design/methodology/approach – The approach involved consideration of the ways in which people’s support needs are considered and how a more relevant picture can be drawn using their own goals and the issues and obstacles that prevent them achieving improvement. New models of support were introduced in order to improve the suitability of prescriptions for people who lived under different circumstances, sometimes with family carers. Findings – It was found that the application of an enhanced assessment approach required professionals and family members to understand more about the range of available technologies and their limitations. In order to avoid rejection of the technology, there will be a need for service providers to extend the range of applications that they offer, and to consider the suitability of the home environment for introducing new systems. Practical implications – The new model of assessment and prescription will improve the options for independent living for many people with minor disabilities and age-related problems. Social implications – The correct use of assistive technologies will be improved leading to users having more confidence in the use of technologies to support independence in place of conventional and expensive care services. Originality/value – The new model of assessment and prescription described in this paper is novel and developed by the authors as original work. Its value is that it disrupts current assessment schemes and will encourage innovation in prescription, and a more person-centred approach to satisfying the needs of vulnerable people.