13 research outputs found

    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

    Meeting quality standards for mobile application development in businesses: A framework for cross-platform testing

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    How do you test the same application developed for multiple mobile platforms in an effective way? Companies offering apps have to develop the same features across several platforms in order to reach the majority of potential users. However, verifying that these apps work, as intended across a set of heterogeneous devices and operating systems is not trivial. Manual testing can be performed, but this is time consuming, repetitive and error-prone. Automated tools exist through frameworks, such as Frank and Robotium, however they lack the possibility to run repeated tests across multiple heterogeneous devices. This article presents an extensible architecture and conceptual prototype that showcase and combines parallel cross-platform test execution with performance measurements. In so doing, this work contributes to a quality-assurance process by automating parts of a regression test for mobile cross-platform applications

    Digital Identities for Internet of Things Devices

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    Situational-Context for Virtually Modeling the Elderly

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    The generalized aging of the population is incrementing the pressure over, frequently overextended, healthcare systems. This situations is even worse in underdeveloped, sparsely populated regions like Extremadura in Spain or Alentejo in Portugal. In this paper we propose an initial approach to use the Situational-Context, a technique to seamlessly adapt Internet of Things systems to the needs and preferences of their users, for virtually modeling the elderly. These models could be used to enhance the elderly experience when using those kind of systems without raising the need for technical skills. The proposed virtual models will also be the basis for further eldercare innovations in sparsely populated regions

    A multi platform pain assessment tool using bespoke gaming sensors

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    The use of commercial game devices for the purpose of developing novel interactive solutions in order to support the provision of care has attracted considerable interest over the last years. However, the development of such solutions to use with the clinical assessment of the notoriously challenging experience of pain has fallen behind in recent years. In this paper, we present a proposed conceptual design and one example tool for pain assessment using Microsoft Kinect as the interaction method. Past research demonstrated the usefulness of Virtual Reality, and especially Kinect, in the management and reduction of. It is anticipated that our tool will provide a more natural user experience that enables pain sufferers to also assess their pain experience either in a clinical setting or in the comfort of a home environment
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