6 research outputs found

    Sugar Ka Saathi – A Case Study Designing Digital Self-management Tools for People Living with Diabetes in Pakistan

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    This paper presents the results of an iterative participatory process to design a smart self-management tool for less-literate people living with diabetes in Pakistan. Initially, interviews and focus groups with sixty-nine people living with diabetes identified issues that they face when self-managing including un-controllable factors, lack of diabetes awareness, low-tech mobile phones, and poor internet availability. We developed personas grounded in the scoping results and adjusted our PD approach to focus on more tangible design artefacts before running narrative scoping PD sessions. Working from older, illiterate persona, we designed a phone-line delivered Interactive Voice Response (IVR) system. We developed a functional IVR Prototype “Sugar ka Saathi” (Diabetes Companion) with input from a group of 4 Pakistan-based healthcare professionals, to act as a design probe in the PD process. We tested the IVR probe with fifty-seven of the original scoping participants which validated the knowledge transferred by the IVR and its acceptability. Invisible design videos were shown to elaborate the IVR and community concept to thirteen participants through two filmed videos using our existing persona characters from the scoping studies, these videos helped to engage older people with diabetes in PD sessions

    Designing E-learning applications with students: The case of the we!design methodology

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    In years past, many methodological approaches, methods and techniques have been implemented based on the belief that users can and should be involved in the design process of technology products that affect them. Inspired by the findings of research involving users and particularly students at diverse levels and phases of the design process of technology products, we have developed the We!Design methodology, a student-centered participatory design methodology that assigns students a primary role in the design process. We present the various phases of the We!Design methodology, examine the results of its application in four different design projects (a web-based e-assessment application for tertiary education, a course website, an e-Portfolio application, and a Tablet-PC-based e-assessment application for secondary education) and elaborate upon our overall experiences with the methodology during the past 3 years. Participant evaluations indicated that the We!Design methodology was an adequate means for successful elicitation of students' needs and their application in educational software design. © 2010, IGI Global
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