19 research outputs found

    A Novel cell phone based application for tracking the vaccination coverage in rural communities

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    Title from PDF of title page, viewed on July 9, 2014Thesis advisor: Praveen R. RaoVitaIncludes bibliographical references (pages 32-35)Thesis (M. S.)--Dept. of Computer Science and Electrical Engineering. University of Missouri--Kansas City, 2013Millions of children born worldwide do not receive proper vaccination. Driven by the concern for the lives of such children, institutions and organizations around the world have emphasized the need to strengthen vaccination surveillance and monitoring in developing countries to prevent the spread of vaccine-preventable diseases. In this regard, we present a cell phone based application called Jeev to track the vaccination coverage of children in rural communities. Jeev synergistically combines the power of smartphones and the ubiquity of cellular infrastructure, Quick Response (QR) codes, and national identification cards. In this work we present the design of Jeev and highlight its unique features along with an extended evaluation of its performance. We plan to continue our investigation by pilot testing Jeev in a rural population to study its effectiveness and identify socio-cultural issues that may arise in a large-scale deployment.Introduction -- Background and related work -- Design and architecture -- Preliminary evaluation -- Conclusion and future work -- Appendix: SQL statements

    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

    Tecnologia mHealth e obesidade: redesign e validação do LISA Obesidade

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    Objetivo: O objetivo do presente estudo é o redesign e a validação do aplicativo LISA Obesidade, desenvolvido de acordo com os fundamentos do letramento em saúde. Metodologia: Trata-se de um estudo metodológico, relacionado ao redesing e validação de artefato tecnológico direcionado à prevenção e controle da obesidade. Após o redesign, realizado por equipe multiprofissional, o aplicativo foi validado por juízes especialistas e pelo público-alvo, utilizando-se instrumentos de avaliação de materiais educativos e teste de usabilidade, respectivamente. Resultados: Considerou-se pontuação mínima de 80% (juízes) e 68 pontos (público-alvo). Na avaliação por juízes especialistas, chegou-se à média total de 85,7%. No teste de usabilidade, a pontuação obtida foi de 74,6 (16,2) pontos. Conclusão: Conclui-se que o aplicativo móvel teve avaliação satisfatória, sendo possível sua utilização pelo público-alvo

    An Interactive, Mobile-Based Tool for Personal Social Network Data Collection and Visualization Among a Geographically Isolated and Socioeconomically Disadvantaged Population: Early-Stage Feasibility Study with Qualitative User Feedback

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    Background: Personal social networks have a profound impact on our health, yet collecting personal network data for use in health communication, behavior change, or translation and dissemination interventions has proved challenging. Recent advances in social network data collection software have reduced the burden of network studies on researchers and respondents alike, yet little testing has occurred to discover whether these methods are: (1) acceptable to a variety of target populations, including those who may have limited experience with technology or limited literacy; and (2) practical in the field, specifically in areas that are geographically and technologically disconnected, such as rural Appalachian Kentucky. Objective: We explored the early-stage feasibility (Acceptability, Demand, Implementation, and Practicality) of using innovative, interactive, tablet-based network data collection and visualization software (OpenEddi) in field collection of personal network data in Appalachian Kentucky. Methods: A total of 168 rural Appalachian women who had previously participated in a study on the use of a self-collected vaginal swab (SCVS) for human papillomavirus testing were recruited by community-based nurse interviewers between September 2013 and August 2014. Participants completed egocentric network surveys via OpenEddi, which captured social and communication network influences on participation in, and recruitment to, the SCVS study. After study completion, we conducted a qualitative group interview with four nurse interviewers and two participants in the network study. Using this qualitative data, and quantitative data from the network study, we applied guidelines from Bowen et al to assess feasibility in four areas of early-stage development of OpenEddi: Acceptability, Demand, Implementation, and Practicality. Basic descriptive network statistics (size, edges, density) were analyzed using RStudio. Results: OpenEddi was perceived as fun, novel, and superior to other data collection methods or tools. Respondents enjoyed the social network survey component, and visualizing social networks produced thoughtful responses from participants about leveraging or changing network content and structure for specific health-promoting purposes. Areas for improved literacy and functionality of the tool were identified. However, technical issues led to substantial (50%) data loss, limiting the success of its implementation from a researcher\u27s perspective, and hindering practicality in the field. Conclusions: OpenEddi is a promising data collection tool for use in geographically isolated and socioeconomically disadvantaged populations. Future development will mitigate technical problems, improve usability and literacy, and test new methods of data collection. These changes will support goals for use of this tool in the delivery of network-based health communication and social support interventions to socioeconomically disadvantaged populations

    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

    Designing Collaborative Data Collection Interfaces for Low-literate Users

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    Data collection applications on smartphone devices support indigenous communities in developing countries to record and preserve traditional ecological knowledge, collaboratively collect data around issues that are important to them and use these tools to subsequently identify locally-acceptable solutions with global impacts. Development of these interfaces needs to consider users’ familiarity with technology as well as their education and literacy levels. This study builds on existing HCI4D research, which is also of interest to the CSCW community, in order to develop and evaluate, for their usability and user preferences, four user interfaces with low-literate people in the UK. Our findings suggest that linear navigation structures and a tangible interface are almost equally usable and preferred when they require minimum interaction with the device. Our preliminary analysis provides a deeper insight into the design issues to inform development of smartphone-based interfaces using various interaction types and we report on our methodological challenges from carrying out HCI research with low-literate people in the UK. The findings of this paper are used to inform the experimental design of additional work that we carry out with low-literate users in Namibia

    SocioEconomicMag Meets a Platform for SES-Diverse College Students: A Case Study

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    Emerging research shows that individual differences in how people use technology sometimes cluster by socioeconomic status (SES) and that when technology is not socioeconomically inclusive, low-SES individuals may abandon it. To understand how to improve technology's SES-inclusivity, we present a multi-phase case study on SocioEconomicMag (SESMag), an emerging inspection method for socio+economic inclusivity. In our 16-month case study, a software team developing a learning management platform used SESMag to evaluate and then to improve their platform's SES-inclusivity. The results showed that (1) the practitioners identified SES-inclusivity bugs in 76% of the features they evaluated; (2) these inclusivity bugs actually arise among low-SES college students; and (3) the SESMag process pointed ways towards fixing these bugs. Finally, (4) a user study with SES-diverse college students showed that the platform's SES-inclusivity eradicated 45-54% of the bugs; for some types of bugs, the bug instance eradication rate was 80% or higher.Comment: 26 pages, 7 figure
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