15,497 research outputs found

    A Mobile Money Solution for Illiterate Users

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    Existing mobile money platforms have text based interfaces and target literate people. Illiterate people, without the assistance of literate individuals, cannot use such platforms. Applying user-centered requirements gathered in an Ethiopian context, this paper presents the design and development of a mobile money solution that targets illiterate people. Particular emphasis is given to how illiterate users deal with cash money in their everyday life and how such practices can be mapped into financial technology design. Given the ubiquity of mobile telephony in Africa, our solution is based on the widely available, relatively inexpensive and open source Android mobile web platform. The proposed system enables illiterate individuals to count money bills, while providing the facility to accept and make payments. In so doing, we provide an example of how a pervasive technology such as smartphones can empower a hitherto often neglected user category of illiterate users

    Human computer interaction for international development: past present and future

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    Recent years have seen a burgeoning interest in research into the use of information and communication technologies (ICTs) in the context of developing regions, particularly into how such ICTs might be appropriately designed to meet the unique user and infrastructural requirements that we encounter in these cross-cultural environments. This emerging field, known to some as HCI4D, is the product of a diverse set of origins. As such, it can often be difficult to navigate prior work, and/or to piece together a broad picture of what the field looks like as a whole. In this paper, we aim to contextualize HCI4D—to give it some historical background, to review its existing literature spanning a number of research traditions, to discuss some of its key issues arising from the work done so far, and to suggest some major research objectives for the future

    Human-Computer User Interface Design for Semiliterate and Illiterate Users

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    Information and Communication Technology (ICT) has revolutionized the lives of the people. The technology is embedded in daily life of literate or semiliterate/illiterate users. However, the user interface (UI) requirements for semiliterate/illiterate users are different from that of an educated person. The researchers of Human Computer Interaction for Development (HCI4D) face challenges to improve the usability of a UI for the semiliterate users. Therefore, a Systematic Literature Review (SLR) is conducted to provide a set of design factors and guidelines for UI development of semiliterate users. The study is based on extensive research gathered from literature to understand the user-centered design (UCD) approach, enhancing user experience (UX) for semiliterate users. This study analyses fifty two research articles that are published during 2010-2020. The findings shed light on the systematization of UI design guidelines for semiliterate/illiterate users. These guidelines can help in taking advantage of ICT during the COVID-19 pandemic. The analysis shows that seventeen main design factors are indispensable for designing UI of semiliterate users. The most suggested design factors include localization and graphics, which should be incorporated in UI for the target population. Moreover, the lag in the design factors as personalization and consistency open a road for future research

    A Mobile User Interface For Low-Literacy Users In Rural South Africa

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    Information and Communication Technology services for socio-economic development of low-literacy users in rural communities in developing regions are new research contributions that seek to alleviate poverty in underserved communities. The intended users are still new to these technologies and can be described as novice users. This study was conducted to design a mobile user interface to enable low-literacy users in Dwesa community in South Africa to have access to mobile commerce services. We applied different ethnographic research methods through a usercentred design approach to actively involve the target users in the design process. This helped to identify the users’ needs and also meet users’ expectations. The usability of the mobile user interface was evaluated with the target users in the community. The user evaluation shows that the users have positive attitudes and perception of the system. The study found that the user interface conforms to the users’ cultural experience and preferences and they are also positive in their intent to use the user interface

    Supporting collaboration with non-literate forest communities in the congo-basin

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    Providing indigenous communities with ICT tools and methods for collecting and sharing their Traditional Ecological Knowledge is increasingly recognised as an avenue for improvements in environmental governance and socialenvironmental justice. In this paper we show how we carried out a usability engineering effort in the “wild” context of the Congolese rainforest – designing, evaluating and iteratively improving novel collaborative data collection interfaces for non-literate forest communities that can subsequently be used to facilitate communication and information sharing with logging companies. Working in this context necessitates adopting a thoroughly flexible approach to the design, development, introduction and evaluation of technology and the modes of interaction it offers. We show that we have improved participant accuracy from about 75% towards 95% and provide a set of guidelines for designing and evaluating ICT solutions in “extreme circumstances” – which hold lessons for CSCW, HCI and ICT4D practitioners dealing with similar challenges

    Investigating mobile graphic-based reminders to support compliance of tuberculosis treatment

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    The phenomenon of rapid increment of the mobile phones can be utilized through supporting patients, such as those who have tuberculosis, for treatment adherence. This utilization will enable these patients to directly communicate their needs and requirements or receive health information such as reminder messages from healthcare facilities. However, the current mobile interventions, such as text messaging and speech reminder systems have limited use for people with low literacy levels. To overcome these challenges, this study proposed that the mobile graphic-based reminders be used to support tuberculosis patients to improve compliance with treatment regimens, especially for semi-literate and illiterate patients. A review of the literature and initial investigation study were carried out. The findings from the review were useful in understanding both the current practice of tuberculosis treatment regimens and the patients' needs and requirements. These findings, in addition, were referred in the choices of the components of the mobile graphic-based reminders to be implemented. A visual aid for communication theory was applied to the design and development of graphic-based reminder prototypes. An application prototype was implemented for the Android platform. Experiments were conducted to investigate the effects of an application prototype in supporting tuberculosis treatment. To measure the effect, the recovery rate was measured based on the effect of: (1) the graphic-based reminder group versus the control group; and (2) the graphic-based reminder group versus the speech-based reminder group. Data was collected using application event logs, interviews, field notes and audio recordings. It was found that treatment adherence of patients in the graphic-based group was higher than in the speech-based or in the control groups. It was further noted that the number of reminder responses in the graphic-based group was higher than in the speech-based group. Additionally, it was observed that patients in the graphic-based group responded sooner after receiving reminder messages compared to those in the speech-based group. The qualitative feedback also indicated that most patients not only found graphic-based reminders more useful to supporting their treatment than speech-based reminders and traditional care but believed that the application met their needs. This study provides empirical evidence that graphic-based reminders, designed for and based on patients' needs and requirements, can support the treatment of tuberculosis for patients of all literacy levels

    Digital Literacy Key Performance Indicators for Sustainable Development

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    The concept of digital literacy has been defined in numerous ways over the last two decades to incorporate rapid technological changes, its versatility, and to bridge the global digital divide. Most approaches have been technology-centric with an inherent assumption of cultural and political neutrality of new media technologies. There are multiple hurdles in every stage of digital literacy implementation. The lack of solutions such as local language digital interfaces, locally relevant content, digital literacy training, the use of icons and audio excludes a large fraction of illiterate people. In this article, we analyse case studies targeted at under-connected people in sub-Saharan Africa and India that use digital literacy programmes to build knowledge and health literacy, solve societal problems and foster development. In India, we focus on notable initiatives undertaken in the domain of digital literacy for rural populations. In Sub-Saharan Africa, we draw from an original project in Kenya aiming at developing digital literacy for youth from low-income backgrounds. We further focus on Senegal, Mali, Burkina Faso and Tanzania, where field studies have been conducted on the use of digital technologies by low-literacy people and on how audio and icon-based interfaces and Internet lite standard could help them overcome their limitations. The main objective of this article is to identify key performance indicators (KPIs) in the context of digital literacy skills as one of the pillars for digital inclusion. We will learn how digital literacy programmes can be used to build digital literacy and how KPIs for sustainable development can be established. In the final discussion, we offer lessons learned from the case studies and further recommendation for stakeholders and decision-makers in the field of digital health literacy

    Public Funding for Sanitation - The Many Faces of Sanitation Subsidies

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