Galvez Trigo, Maria Jose; Standen, Penelope Jane; Cobb, Sue Valerie Gray
2019 Journal of Enabling Technologies
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/approachAn 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.FindingsFive 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/valuePrevious 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.
Pieri, Katerina; Cobb, Sue Valerie Gray
2019 Journal of Enabling Technologies
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/approachThis 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).FindingsThe 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/valueDespite 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.
Lahav, Orly; Talis, Vadim; Shelkovitz, Ravit; Horen, Rona
2019 Journal of Enabling Technologies
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/approachThe 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.FindingsThe 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 implicationsThis 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/valueIn 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.
Proffitt, Rachel; Glegg, Stephanie; Levac, Danielle; Lange, Belinda
2019 Journal of Enabling Technologies
doi: 10.1108/JET-10-2018-0050pmid: 31663039
PurposeDespite increasing evidence for the effectiveness of off-the-shelf and rehabilitation-specific active video games (AVGs) and virtual reality (VR) systems for rehabilitation, clinical uptake remains poor. A better match between VR/AVG system capabilities and client/therapist needs, through improved end-user involvement (UI) in VR/AVG implementation research, may increase uptake of this technology. The purpose of this paper is to review four case examples from the authors’ collective experience of including end users in VR/AVG research to identify common benefits, challenges and lessons learned.Design/methodology/approachThe authors apply knowledge and lessons learned from the four cases to make recommendations for subsequent user-engaged research design and methods, including evaluation of the impact of end UI.FindingsA better match between VR/AVG system capabilities and client/therapist needs leads to improved end UI in all stages of VR/AVG implementation research. There are common benefits of increasing buy-in and soliciting early on the knowledge and skills of therapists as well as input from the ultimate end users: people participating in rehabilitation. Most settings have the challenges of balancing the technology requirements with the needs and goals of the practice setting and of the end users.Research limitations/implicationsIncreasing end UI in VR/AVG implementation research may address issues related to poor clinical uptake. In the VR/AVG context, end users can be therapists, clients or technology developers/engineers. This paper presented four case scenarios describing the implementation of different VR/AVG systems and involving a variety of populations, end users and settings.Originality/valueThe set of recommendations for subsequent user-engaged research design and methods span the process of development, research and implementation. The authors hope that these recommendations will foster collaborations across disciplines, encourage researchers and therapists to adopt VR/AVGs more readily, and lead to efficacious and effective treatment approaches for rehabilitation clients.
Howes, Sarah C.; Charles, Darryl; Pedlow, Katy; Wilson, Iseult; Holmes, Dominic; McDonough, Suzanne
2019 Journal of Enabling Technologies
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/approachThis 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.FindingsService 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/implicationsThe 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 implicationsFindings 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/valueThere is limited information on the usability and acceptability VR headsets in this population.
Zubair, Misbahu S.; Brown, David; Hughes-Roberts, Thomas; Bates, Matthew
2019 Journal of Enabling Technologies
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/approachThe 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.FindingsThe 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/valueThis 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.
Poyade, Matthieu; Morris, Glyn; Taylor, Ian C.; Portela, Victor
2019 Journal of Enabling Technologies
The purpose of this paper is to present the preliminary outcomes of a research which takes gradual exposure in virtual reality (VR) outside the laboratory to empower people with “hidden disabilities” breaking down their barriers towards independent living. It explores the use of VR through smartphones to practically apply gradual exposure to environment stressors that are typically found in busy spaces from one’s own safe environment.Design/methodology/approachAberdeen International Airport has kindly accepted to take part to this research as a case study. Following a participatory design and usability testing, a semi-controlled seven-day study was conducted among seven individuals with hidden disabilities to assess user acceptance.FindingsResults showed undeniable participants’ engagement and enthusiasm for the proposed approach, although further research is needed to increase the presence and improve the overall user experience.Research limitations/implicationsThe proposed research has been conducted on small cohort of participants outside of a clinical setting. Further engagement with individuals with hidden disabilities is required in order to determine the effectiveness of the proposed approach.Originality/valueThis research presents a methodological and technological framework which contributes effectively to the practicality of VR exposure therapy outside of the laboratory setting, from one’s own safe place.
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