329 research outputs found
Mobile Application Design Emergency Medical Call for the Deaf using UCD Method
Deaf or hearing loss is a condition of inability to hear something, either totally or partially. Hearing loss greatly affects the life of a person in communicating with the people around him. Deaf people will be very difficult
when in a medical emergency, this is because the medical emergency situation requires fast action. The Healthy Phone application is a mobile medical emergency call application
that can help people with hearing impaired when in emergency situations.
With the Healthy Phone application, the user only needs
to
select
an
icon
that
suits
the
situation
encountered
in
touchscreen
mobile
device
then
the
message
will
be
sent
to
the
nearest
hospital.
To
search
for
icons
corresponding
to
emergencies,
the
User
Centered
Design
(UCD)
method
is
used.
This
application
is
very
helpful
for
deaf
people
because
this
application
does
not
require
audio
communication
and
user
location
is
also
sent
automatically
to
the
nearest
hospital.
The
results
were
analyzed
using
four
emergency
event
scenarios
with
a total
score
of
87%
and
an
average
user
time
of
less
than
0:42
sec indicating
that
the
study
was
successful
in
designing
a
mobile
medical
emergency
call
application
according
to
user
requirement
Mobile Application Design of Learning Word in Lamaholot Language for Children Using User-Centered Design
Indonesia is a country with a variety of regional languages that characterize the nation. Every region in Indonesia has its local language and with its dialect and is characteristic of the region. Regional languages have become a long-established identity. Unknowingly, Indonesia is experiencing an increasingly rapid cultural change in which young generations are already in a condition where many require them not to use their local language.
Also, data collected
by
UNESCO
shows
that
there
are
approximately
30
regional
languages
that
are
endangered
and,
on
average,
are
in
eastern
Indonesia.
Facing
the
existing
problems,
this
study
aims
to
help
young
people
to
get
to
know
their
local
languages
through
mobile
applications.
The
local
language
used
in
this
research
is
the
âlamaholotâ
language,
which
is
one
of
the
native
languages
of
the
people
of
East
Flores
Regency
and
uses
the
user-centered
design
method.
The
design
will
be
tailored
to
the
user
so
that
it
can
be
more
attractive
and
according
to
user
needs.
Respondents
were
taken
as
many
as
147
children
with
an
average age between 10 years to 14 years who are people in ast Flores Regency
A mobile design of an emergency service system for deaf people
>Magister Scientiae - MScThe importance of mobile technology in improving the quality of life is not restricted to only a Hearing person, and the use of mobile devices among Deaf people is no longer limited, due to the advancements in technology Hearing loss cannot be seen but its effect is clearly visible to the persons suffering the loss. This results in a limited ability to communicate with the large world of hearing people. This research effort aims to design a SignSupport for emergency mobile application for Deaf people in Cape Town, empowering them with the same access to emergency service resources as hearing people. The proposed approach is to use a mobile application to contact standard emergency services on behalf of a Deaf person to a representative. The app will use a phone's GPS module to share the location of the victim and contact the nearest emergency service provider to attend to the Deaf victim; as well as keep the victimâs circle of family and friends informed. The app design is intuitive, simply requiring the Deaf victim to launch the app and choose an emergency type from the available options
Include 2011 : The role of inclusive design in making social innovation happen.
Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation
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Influences of new media communication on the deaf/hard of hearing as reflected in interaction design
In recent years different forms of media communication have increased in popularity and brought new technology into our daily lives, such as social media and smartphones. It has brought new opportunities for communication. However, there has traditionally been a communication gap between the deaf/hard of hearing (D/HoH) and hearing people. The question therefore arises: Are the new communication opportunities able to bridge this communication gap? This research aims to explore new communication opportunities for D/HoH people by the use of social networking services (SNS) and the new communication applications (apps). It will provide an innovative communication solution, via interaction design, for bridging the aforementioned communication gap between D/HoH and hearing people. This study is divided into two parts: a. Preliminary study; b. Primary research and creative practice. The preliminary study shows that new media communication technologies (SNS and communication apps) can open new communication opportunities and bridge the communication gap between D/HoH and hearing people. This study argues it is possible because there are three specific features provided by SNS and communication apps. However, it also shows there is a further communication gap in face-to-face (FTF) communication even when using SNS and communication apps. This is because the physical interaction with nonverbal messages is absent in the use of SNS and communication apps. The primary research provides a communication solution (a smartphone app 'Talk2Me') that has been developed through interaction design creative practice and specifically a user-centred design (UCD) development process. The resulting app can be used to bridge the FTF communication gap between D/HoH and hearing people. This innovative communication solution provides a specific way to communicate between D/HoH and hearing people in FTF communication. This study contributes new knowledge in the understanding of SNS and communication apps as used by the D/HoH, which are not studied in detail in existing literature. In addition, this research contributes an innovative communication solution for the D/HoH that has been specifically developed from an interaction design perspective
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User involvement in medical device development: An empirical study
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Changes in population, medical interventions and new technology opportunities, as well as public and political expectations, are all contributing factors to the pressure facing the healthcare system to change. Healthcare in the UK is beginning to move away from its traditional boundaries, for example hospitals and towards patient empowerment and collaboration. Consequently the target users for medical devices have also changed, with new users and user groups emerging. Further to this user involvement is emphatically becoming a part of healthcare delivery in the UK, recognised for bringing improvement in the quality, acceptance and in turn success of a medical device. The changing target market has given rise to the need to understand the newly created user groups and finding new ways to elicit their requirements has become vital for the success of medical devices.
This research intends to draw upon and capture the importance of user requirements research, by investigating the early stages of Medical Device Development (MDD) giving particular attention to the conceptualisation of the user within this process. The research shall assess the possible links between user requirement elements, to benefit the healthcare system and investigate how user requirements methodologies that have been proven in other fields can be successfully deployed in the medical device development lifecycle. User requirements methodologies identified within the disciplines of information technology, ergonomics, psychology and design theories relating to medical device design, will be collectively assessed for their capacity to collaborate.
The research methodology began with undertaking a systematic review of the literature, which facilitated the construction of a single theoretical conceptual framework of user involvement in medical device development, representative of a superior model of user requirements capture. To validate this framework empirical research followed. This was divided into exploratory, explanatory and interpretive data collection phases, with a view to extract; what the current process of MDD is in industry, why and how users are currently deployed in MDD, and the users perceived experience of involvement.
The exploratory study showed that manufacturers were aware of their users and extracting the user requirements effectively was seen as the main competitive differentiator. However, manufacturers were not always aware of the best methods to capture user needs, especially with business objectives and obligatory requirements repeatedly taking precedence over optional user involvement methods. The explanatory study showed that not every department has an equal role to play in terms of user involvement in terms of methods to elicit requirements. However there was consensus across the departments to acknowledge their customers and their feedback to ensure they feel valued. Further to this communicating information to potential new devices users was carried out well in advance of the product coming to market. The customer focus was something not only addressed in the design of the device, but the service that followed. The interpretive study emphasised the importance of understanding the userâs needs and to understand that these needs do change over time. Educating users on disease and self-management was considered important, but realisation by patient user of their responsibility was vital in the successful use of a medical device.
The original contributions of this study include its endeavour in taking a multidisciplinary approach to account for users and user involvement methods, and apply to specifically the early stages of the medical device development process. The research developed naturally to transcend and collaborate between these theories, as well as represent various voices within the research to really emphasise the multidisciplinary and multi-user approach it took. This research made a further innovative contribution by developing a framework to the problem of inadequate user involvement in the medical device development process. This could prove very beneficial for medical device manufacturers considering user involvement may become a regulatory requirement, meaning all medical device manufacturers would need to incorporate and document user involvement by law
Use Cases for Design Personas : A Systematic Review and New Frontiers
Personas represent the needs of users in diverse populations and impact design by endearing empathy and improving communication. While personas have been lauded for their benefits, we could locate no prior review of persona use cases in design, prompting the question: how are personas actually used to achieve these benefits? To address this question, we review 95 articles containing persona application across multiple domains, and identify software development, healthcare, and higher education as the top domains that employ personas. We then present a three-stage design hierarchy of persona usage to describe how personas are used in design tasks. Finally, we assess the increasing trend of persona initiatives aimed towards social good rather than solely commercial interests. Our findings establish a roadmap of best practices for how practitioners can innovatively employ personas to increase the value of designs and highlight avenues of using personas for socially impactful purposes.© 2022 Copyright held by the owner/author(s). Publication rights licensed to ACM. ACM ISBN 978-1-4503-9157-3/22/04. https://doi.org/10.1145/3491102.3517589fi=vertaisarvioitu|en=peerReviewed
Mobile application design principles based on Nielsenâs and Molichâs design guidelines (NMDG) for hearing-impaired Malay Sign Language (MSL)
This study is primarily concerned with constructing the Malay Sign Language (MSL) mobile application design principles for the hearing-impaired (HI) alpha generations based on Nielsenâs and Molichâs Design Guidelines (NMDG). Numerous MSL mobile applications have been developed and are currently available in the market to support HI learners in learning sign language interactively. Preliminary studies found that the existing MSL mobile applications fail to elicit cognitive abilities among HI learners, which is critical for improving their memorability and understanding of sign language. Previous researchers suggested hybridizing the NMDG in developing the MSL mobile applications since it could evoke cognitive ability among the users. However, the existing NMDG does not consider the context of the HI learners. Therefore, this study proposes new design principles for the MSL mobile application based on the NMDG. Two specific objectives were formulated. The Design Science Research Method (DSRM) has been adopted. Sixteen design principles were constructed through the User-Centered Design (UCD) approach. Then, the design principles were validated through three validation approaches which are expert review, prototyping, and user experience testing, to ensure it is useful and reliable. Five experts with different backgrounds were chosen to validate the design principles. Next, a semi-working prototype was successfully designed and developed based on the proposed design principles. The findings of the user experience testing indicate that the design principles can fulfil the needs of the HI alpha generations. Additionally, it can evoke cognitive ability as they can memorize and understand the application by completing the tasks within the allotted time without distractions. These findings demonstrate that the design principles can act as a manual for future researchers designing and developing the MSL mobile application for HI learners, particularly the HI alpha generation
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