1,549 research outputs found

    Digital library access for illiterate users

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    The problems that illiteracy poses in accessing information are gaining attention from the research community. Issues currently being explored include developing an understanding of the barriers to information acquisition experienced by different groups of illiterate information seekers; creating technology, such as software interfaces, that support illiterate users effectively; and tailoring content to increase its accessibility. We have taken a formative evaluation approach to developing and evaluating a digital library interface for illiterate users. We discuss modifications to the Greenstone platform, describe user studies and outline resulting design implications

    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

    Mobile money system design for illiterate users in rural Ethiopia

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    Current mobile money systems provide users with hierarchical user interface and represent money as a positive rational numbers of the form 1, 3, 4.87.N. However, research indicates that rural communities that cannot read and write have a challenge entering such numbers in to mobile money system. Navigating through hierarchical text menu is also difficult to illiterate individuals. The present study uses concepts like memory placeholders, dragging & dropping; swiping, temporary holding space, and frequency counter and proposed a system that consists of three layers. The first layer denotes user interface and uses photos of currency notes, second layer is a placeholder memory that keep record of the frequency of currency bill, and the last layer keeps record of the total digital money in the system. We believe that the proposed system enables illiterate to identify currency notes while making payments and receiving payments, count digital money while making payments and or receiving payments during transaction

    Digital libraries for creative communities

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    Digital library technologies have a great deal to offer to creative, design communities. They can enable large collections of text, images, music, video and other information objects to be organised and accessed in interesting and diverse ways. Ordinary people—people not traditionally viewed as 'creators' or 'designers'—can now conceive, assemble, build, and disseminate new information collections. This paper explores the development rationale behind the Greenstone digital library technology. We also examine three examples of creative new techniques for accessing and presenting information in digital libraries and stress the importance of tailoring information access to support the requirements of the users and application area

    Usability Enhancement of SMS Interface for Illiterate Users

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    This article analyzes several User Interface (UI) designs and puts forward some more general design principles for interfaces designed for low-literate users. The results of this study highlight the importance of text-free interfaces compared to text-based interfaces for the illiterate and low-literate population. The study developed a Short Message Service (SMS) interface consisting of many design elements, including graphical icons, voice, and text reduction. The participants were more satisfied with the designed SMS interface as compared to the traditional text-based interface of SMS. We believe that if the user interface is appropriately designed, users will not need formal literacy, computer skills, or any external help to operate the application. It has been shown that an interface with minimal or no text but one or more graphics, audio, and digital components is helpful for users with low literacy rates

    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

    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

    Engaging Pictorial Images and Voice Prompts Interface Design Strategy to Create Easy to use banking ATM System Interfaces in Nigeria

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    The existing banking ATMs in Nigeria do not adequately cater for a variety of people with varying abilities and literacy levels despite the significant importance of ATM technological innovations in Nigeria, especially in the banking sectors. Illiterate and semiliterate Nigerians, representing about 40.33%, do not perceive the ATMs as useful or easy-to-use. The purpose of this case study was to identify strategies used by software developers of banking ATM systems in Nigeria to create easy-to-use banking ATM system interfaces in Nigeria. The technology acceptance model was adopted as the conceptual framework. One organization in Enugu, Nigeria was used for this study’s population. Data were collected through semi-structured, in-depth face-to-face interviews with nine banking ATM system interface developers and the analysis of 11 documents. Findings from the participants were validated through member checking. One major theme that emerged from data analysis was value of pictorial images and voice prompts in interface design, that encompass the use of: (a) pictorial images, and enhanced voice prompts with short transaction cycle, (b) voice feedback in users’ own language, (c) text-free user interface and extensive use of hand-drawn, and (d) graphics /imagery and voice as inputs. Strategies illustrated by the findings from this study may serve as a basis for positive economic development and social change in this area and may advance the use of other technology outlets that require easy-to-use system interfaces. Keywords: Banking ATM, pictorial images, Voice prompt, interface design, easy-to-use, ease of use, literacy levels. DOI: 10.7176/JIEA/8-1-0

    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
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