scholarly journals Application of User Experience and Design Thinking to the Construction of a Class Assistance System for Hearing- and Speech-Impaired People

2019 ◽  
Vol 11 (24) ◽  
pp. 7191
Author(s):  
Jih-Sheng Lo ◽  
Chi-Hung Lo ◽  
Shyh-Chour Huang ◽  
Wei-Chen Wang

According to a study by the Department of Statistics, Ministry of Health and Welfare, Taiwan, a total of 15,145 people had a voice function impairment or speech function impairment, and a total of 122,533 people had a hearing impairment by the second quarter (Q2) of 2018. Hearing and speech are the most commonly used sensory functions for communication. Therefore, a person will suffer unimaginable difficulties with the loss of both functions during her/his life. The problems that a handicapped student might encounter during school are often neglected. The way a teacher teaches during a class and how a student interacts with others should be highlighted. The deficiency in assistive devices for hearing- and speech-impaired people is due to several factors. In fact, there is insufficient information and not enough researchers. The translation of language by foreign assistive devices is more rigorous; however, domestic resources for assistive devices for hearing- and speech-impaired people are limited. No relevant information on learning through assistive devices is available. The subject examined in this study was a hearing-impaired student in her junior year, who lost speech capability after an ear stroke. This study examined the problems that she encountered during her learning in a class with average students. After a literature review and the investigation of the case study, user experience and design thinking approaches were implemented for the development of an assistive device. A class learning assistive system, which is based on a simple innovative design and a highly flexible combination of elements, was created. After a series of experimental verifications and improvements, the results indicated that this learning assistive system could effectively enhance the research subject’s confidence and autonomy during learning in class.

Author(s):  
Yiannis Koumpouros

The ageing of the population is one of the major societal and financial problems. The prevalence of disability increases dramatically by age. The loss of mobility can be devastating to the elderly. Mobility aids are a one-way street to maintain independent mobility. The performance of daily activities is restrained by a series of factors related to the assistive device limitations, or the ones emerged from environmental causes. A literature review reveals minimal tools for assessing mobility assistive devices able to capture users' satisfaction. The chapter presents an assessment methodology in order to investigate assistive mobility devices' limitations, dissatisfaction reasons, and identifies the most appropriate tools to study such limitations and conclude in valid outcomes. One of the valuable characteristics of the study presented in its generalizability since it is not disease oriented. A summary of the results from both the literature review and the real case study on a mixed group of end users are presented in the chapter.


2020 ◽  
Vol 14 (3) ◽  
Author(s):  
Miguel Nobre Castro ◽  
Tariq Rahman ◽  
Kristen Faith Nicholson ◽  
John Rasmussen ◽  
Shaoping Bai ◽  
...  

Abstract Passive arm-assistive devices play an important role in the rehabilitation of patients with neuromuscular disorders or injuries by overcoming their motor deficit. Routine human activities such as feeding are not possible without the aid provided by one of these devices or by a caregiver. In this study, a body-powered assistive device was designed for feeding purposes using a compact spherical scissors mechanism and zero-free-length (ZFL) springs (rubber bands) to leverage the patient's residual biceps and healthy triceps function. This partially balanced and lightweight orthosis was also projected to accommodate the spring attachment points closer to the elbow joint center. The performance of the prototype was evaluated on a young adult with bilateral amyoplasia of the biceps due to arthrogryposis who could not initially reach the superior anterior aspect of the close-to-torso region of the reachable three-dimensional (3D) workspace (RWS). That was accomplished by measuring the anatomical RWS of the patient before and while wearing the device. The results show that the patient, with the assistance provided by the device, was able to attain positions in the frontal close-to-torso region of the body that included reaching her mouth, thus enabling independent feeding.


2017 ◽  
Vol 8 (2) ◽  
pp. 172-185 ◽  
Author(s):  
Anders Nordvall ◽  
Tobias Heldt

Purpose Hallmark events can be very beneficial for host communities, not least due to their potential in attracting tourists. The Peace & Love music festival was the hallmark event of the Swedish city Borlänge. In 2013, the event organization declared bankruptcy and canceled the forthcoming festival. The purpose of this paper is to identify and discuss the factors that caused the failure of the 2013 Peace & Love festival. Design/methodology/approach The case of the Peace & Love festival is analyzed using three data sources: interviews with the former members of the event organization; secondary data describing the Swedish festival industry; and festival visitors’ perspectives represented by comments on social media. An organizational ecology perspective frames the analysis. Findings The results of the study reveal that the failure of the event can be understood by a combination of three components: an organization in a vulnerable position, a strong new competitor entering the Swedish festival market, and uncertain visitors searching for the new place to be. Originality/value Very few studies have researched event failure, although the subject is a recommended priority within the field of festival studies. This study presents a thorough examination of a hallmark event failure, which contributes to this area of knowledge and provides relevant information for organizations and host cities.


Author(s):  
Carlos Andrés Tavera Romero ◽  
Jesús Hamilton Ortiz ◽  
Osamah Ibrahim Khalaf ◽  
Wadys Montilla Ortega

This paper focuses on research related to the difficulties introduced by academic re-sources management in institutions of Higher Education and specifically in the Fundación Universitaria de Popayán, a private university, where the planning of aca-demic scenarios is performed manually at the beginning of each academic period for an average of 1,776 subjects and suitable location for an average of 8,000 students, which leads to determine the importance of considering a software architecture that theoretically supports software development, physically and logically, allowing de-velopment in a successful and reliable way that reduces errors, costs, and time in the results, specifically for the case study at the Fundación Universitaria de Popayán. Therefore, the research has made it possible to find the need for an architectural vision and a base for the effective development of software, supported by the different views of authors with years of research on the subject. The research itself is supported by the agile design thinking methodology, the basis for meeting the needs of the end user, and where the quality attributes workshop method is included in the prototyping phase, which guarantees to involve stakeholders in advance for the control of quality attributes in the project. This article shows the flaws that arise in the academic scenar-io management process and the importance of establishing, from the architecture and agile methodology, a process that remedies the difficulties of the process performed.


Author(s):  
Lisa Giusti Gestri

Horse racing is a highly dangerous activity that imposes the compulsory wearing of jockeys’ safety vests. Although “design thinking” has gained popularity in many fields (e.g., business, health, information technology, education), product innovation is still not used widely in the design of some of the personal protective equipment available to jockeys. This article discusses about an Australian design case study on jockeys’ safety vests that used a qualitative research approach along with user experience design principles, which led to consider a revision of this framework to accommodate design dependencies in terms of a suggested dependency-based user experience design framework. Hence, this article calls for further research in this field.


Author(s):  
Elena Arce Fariña ◽  
José-Antonio López-Vázquez ◽  
Isabel Fernández-Ibáñez ◽  
Francisco Zayas-Gato ◽  
J.R. Ribas ◽  
...  

Creating learning experiences through classroom projects in which students learn as a team to solve complex problems and develop creative and critical thinking is a challenge. Design Thinking is a methodology whose goal is to create an innovative design based on the user's needs (User Experience). Using this tool, an experience of design, modeling and 3D printing linked to the current context of the pandemic produced by COVID-19 was developed in the subject of Graphic Expression. This experience involved first year students of three STEAM degrees of the University of A Coruña. The activities were planned in such a way that they could be done in person or remotely. Tutoring and monitoring of student progress was done through Microsoft Teams and Moodle. The Moodle Workshop tool was used for the evaluation of the developed prototypes. The survey results were very positive. Design Thinking projects also had a positive effect on the grades.


2021 ◽  
Vol 4 (1) ◽  
Author(s):  
A Miller ◽  
Karen Nourse Reed

This case study details the methodologies we used to create a gamified library orientation experience through an iterative design process involving the phases of empathize, define, ideate, prototype, and test. For libraries with staff skilled in basic HTML and graphic design, gamified experiences are possible when they approach them with a design-thinking mindset. In designing the gamified orientation experience, we used a minimal amount of coding and conducted usability testing with playtesters prior to launch. We describe a sequence of issues we encountered during playtests, and we discuss remedies we took to balance storyline, content, educational objectives, and gameplay.


2011 ◽  
Vol 42 (2) ◽  
pp. 56-64 ◽  
Author(s):  
Remigiusz Szczepanowski

Conscious access to fear-relevant information is mediated by thresholdThe present report proposed a model of access consciousness to fear-relevant information according to which there is a threshold for emotional perception beyond that the subject makes hits with no false alarm. The model was examined by having the participants performed a confidence-ratings masking task with fearful faces. Measures of the thresholds for conscious access were taken by looking at the receiver operating characteristics (ROC) curves generated from a three-state low- and high-threshold (3-LHT) model by Krantz. Indeed, the analysis of the masking data revealed that the ROCs had threshold-like-nature (a two-limb shape) rather continuous (a curvilinear shape) challenging in this fashion the classical signal-detection view on perceptual processing. Moreover, the threshold ROC curve exhibited the specific y-intercepts relevant to conscious access performance. The study suggests that the threshold can be an intrinsic property of conscious access, mediating emotional contents between perceptual states and consciousness.


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