1,425 research outputs found

    An assistive technology design framework for ADHD

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    In this paper, we present a design framework for ADHD assistive technologies that aims to give researchers grounding in the background research on the condition, to provide a lingua franca, and to highlight potential research directions for HCI researchers within assistive technology. The design framework couples ADHD patient challenge areas to technological opportunities and it provides a set of practical design strategies for developing successful assistive technologies for people with ADHD. The framework is based on empirical studies, ADHD research, and related work on assistive technologies. We map existing assistive technologies and potential new research efforts to the framework concepts. This way we show how it is used to support and advance the research and development of novel assistive technologies for the ADHD domain

    Changing Family Practices with Assistive Technology: MOBERO Improves Morning and Bedtime Routines for Children with ADHD

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    Families of children with Attention Deficit Hyperactivity Disorder (ADHD) often report morning and bedtime routines to be stressful and frustrating. Through a design process involving domain professionals and families we designed MOBERO, a smartphone-based system that assists families in establishing healthy morning and bedtime routines with the aim to assist the child in becoming independent and lowering the parents’ frustration levels. In a two-week intervention with 13 children with ADHD and their families, MOBERO significantly improved children’s independence and reduced parents’ frustration levels. Additionally, use of MOBERO was associated with a 16.5% reduction in core ADHD symptoms and an 8.3% improvement in the child’s sleep habits, both measured by standardized questionnaires. Our study highlights the potential of assistive technologies to change the everyday practices of families of children with ADHD

    Children with ADHD and their Care Ecosystem: Designing Beyond Symptoms

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    Designing for children with ADHD has been of increasing interest to the HCI community. However, current approaches do not adequately involve all relevant stakeholders, and primarily focus on addressing symptoms, following a medical model of disability that is extrinsic to neurodivergent interests. To address this, we employed a multi-step, multi-stakeholder approach (N=31). First, we conducted 1) interviews with children with ADHD and their care ecosystem followed by 2) a co-design pilot with one child with ADHD and his therapists and an interview with a UX designer and an occupational therapist. We then employed 3) co-design sessions with neurotypical children and children with ADHD, and 4) a focus group with their therapists. We identified communication and reflection as key concepts for empowering and promoting the well-being of children with ADHD and their care ecosystem. We contribute design implications for future systems aiming to promote the overall well-being of this population

    Designing for Care Ecosystems: a Literature Review of Technologies for Children with ADHD

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    This paper presents a systematic review of HCI literature focusing on children with ADHD, the prevailing mental health diagnosis in children. Its aim is to (i) chart the state-of-the-art in this domain (e.g. methods used), (ii) identify the ways the HCI community has addressed the needs of children with ADHD (e.g. technologies deployed), and (iii) describe the involvement of the various stakeholders playing a role in their everyday experiences (i.e. their care ecosystem). Our findings show limited engagement of the care ecosystem in the design, development and user studies of current technologies, and shortcomings in designing for multiple ecosystem stakeholders, despite their crucial role. We also find that most HCI contributions are systems aiming to address ADHD-related symptoms. Based on our findings, we provide suggestions for further research and design considerations for future systems that empower and promote the well-being of children with ADHD, while considering their care ecosystem

    Neurodiversity HCI

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    The objective of this paper is to introduce neurodiversity movement. Like Feminist HCI[5] neurodiversity critiques the implicit notion of ‘user’ in the singular. Neurodiversity suggests that current approaches carry with them certain assumptions about the cognitive processing abilities of users which need to be challenged. This paper is concerned with the design and evaluation of interactive systems that are imbued with an awareness of the central commitments of neurodiversity. The paper seeks to identify and promote neurodiversity under the banner of neurodiversity HCI. This paper introduces neurodiversity and then critically evaluates aspects of HCI from the neurodiversity perspective

    Technology-Enriched Universal Design for Learning Strategies in Postsecondary Education

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    While studies on technology professional development (PD) report the need for faculty to remain current in their knowledge of instructional technologies, relatively few promote the capabilities of such technologies to assist faculty in implementing Universal Design for Learning (UDL) principles (Higbee, 2008; Levy, 2009; Wilson & Wright, 2011). Likewise, very few studies have highlighted the perceptions of faculty about UDL and how these perceptions influence practice and the implementation of such principles. The purpose of this study was to examine the perceptions of faculty who had participated in an online module on technology-enriched UDL strategies, and how this participation impacted perceptions about the needs of students with disabilities (SWDs), the application of technology to meet the needs of SWDs, and the application of technology-enriched UDL strategies to meet the needs of SWDs. A case study was conducted with five faculty members who taught lower-division undergraduate language courses. This study revealed faculty perceptions related to the following three themes: awareness of learner variability and challenges faced by SWDs, benefits and barriers of applying technology-enriched UDL strategies, and the impact of UDL-focused PD on perception and practice. Findings suggested, after participating in an online module on technology-enriched UDL strategies, participants perceived: (a) SWDs need to be accommodated, but may not always disclose learning needs, (b) SWDs and all learners need materials in multiple, accessible formats, (c) technology reduces barriers to learning, (d) technology enables customization and self-regulation of learning, and (e) technology-enriched UDL strategies are beneficial. Findings also indicated the online module may have had an impact on these perceptions

    Guidelines to design tangible tabletop activities for children with attention deficit hyperactivity disorder

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    Attention deficit hyperactivity disorder is one of the most frequent neurodevelopmental disorders among children. In spite of this, there is a lack of HCI research specifically devoted to these children. This paper describes efforts to transfer previous experience with other neurodiverse children in the field of tangible tabletops to ADHD children. The results of evaluation sessions carried out in conjunction with an ADHD association, complemented with an in-depth study of their special characteristics and needs, have led to a set of guidelines oriented to the design of tangible tabletop activities. These guidelines are mostly general and applicable to the design of any interactive application oriented to ADHD children. They are also appropriate for applications for other neurodiverse children or, in fact, any child from a more inclusive perspective

    Doctor of Philosophy

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    dissertationChildren with attention-deficit/hyperactivity disorder (ADHD) and high-functioning autism spectrum disorder (HFASD) have organizational skills deficits. Organizational skills include the ability to manage materials (e.g., belongings, books, homework) and temporal skills such as organizing, planning, and managing tasks to completion. This study was a usability test of a prototype mobile technology designed to improve organizational skills. The prototype was assessed for usability and feasibility for future development. A field-based mixed methods usability test was conducted. Sixteen children with ADHD and HFASD aged 8 to 12 years and their parents participated. The study was conducted in an 8-week summer treatment program. The usability test lasted 15 days, with data collected via observation, child and parent daily logs, surveys, and focus groups. During the usability test, children brought the prototype technology to camp 95% of the time and used it to record items to bring to camp 85% of the time. Parents completed a daily log simulating mobile functions 88% of the time. Using the prototype device for homework tracking resulted in three times the likelihood that homework was completed. Establishing a contingency between device game time and homework completion resulted in four times the likelihood that homework was completed. Qualitative results suggested that children valued carrying the device and children were motivated by having game time on the device as a reward. In addition, qualitative results showed that parents valued the device as a contingent reward, desired novelty in the device's games and features, and expressed an urgent need for help with their children's organizational skills. Children will utilize a mobile technology intended for task tracking with game time having a high reward value. Parents value the concept of using a mobile technology to improve their children's organizational skills. The use of mobile technology for building and sustaining organizational skills via performance rewards is a promising intervention for effective home and school-related task management. The effectiveness of a more fully developed mobile technology needs to be assessed in future research
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