A Survey on the Use of Mobile Applications for People who Are Visually Impaired

2017 ◽  
Vol 111 (4) ◽  
pp. 307-323 ◽  
Author(s):  
Nora Griffin-Shirley ◽  
Devender R. Banda ◽  
Paul M. Ajuwon ◽  
Jongpil Cheon ◽  
Jaehoon Lee ◽  
...  

Introduction The literature indicates that few studies have been conducted with persons with visual impairments (that is, those who are blind or have low vision) concerning mobile application or “app” usage. The current study explores the use of mobile apps with this population globally. Methods A total of 259 participants with visual impairments completed an online survey. Descriptive statistics and bivariate tests were used to examine associations between demographic characteristics and mobile app use. Results The participants rated special apps as useful (95.4%) and accessible (91.1%) tools for individuals with visual impairments. More than 90% of the middle-aged adult group strongly agreed with the practicality of special apps, a significantly higher percentage than was observed in the young and old adult groups. In addition, the participants with low vision considered special apps less accessible than did those with blindness (p < .05). Discussion Results show that persons with visual impairments frequently use apps specifically designed for them to accomplish daily activities. Furthermore, this population is satisfied with mobile apps and would like to see improvements and new apps. Implications for practitioners Developers of apps for individuals with visual impairments need to refine and test the existing apps. Practitioners need to be knowledgeable about app usage so they can provide effective instruction to their students or clients. This study provides preliminary information regarding app usage among persons with visual impairments.

2021 ◽  
pp. 0145482X2110180
Author(s):  
Nora Griffin-Shirley ◽  
Laura Bozeman ◽  
The Nguyen ◽  
Vitalis Othuon ◽  
Anita Page ◽  
...  

Introduction: The purpose of the study was to survey orientation and mobility (O&M) instructors who are blind concerning the identification of accommodations, teaching techniques, and resources to teach students with visual impairments (i.e., blindness or low vision). Methods: The study utilized an online survey via Qualtrics (2019) with 27 closed- and open-ended items to identify accommodations, teaching techniques, and resources needed. The survey was e-mailed to membership and certification organizations requesting O&M instructors who are blind to participate for 12 weeks. The participants were 15 O&M specialists, mostly male and Caucasian. Survey data were then analyzed using descriptive statistics. Results: Forty percentage of the participants reported that there were minimal standards that they had to demonstrate prior to their admittance into an O&M program. About one-fourth of the participants mentioned their program was modified because of their visual impairment. Eleven participants (73%) reported that their nonvisual instructional strategies and techniques were predominantly gained through their university programs or other visually impaired instructors (27%, n = 4). Discussion: Aspects of this study that are similar to the current literature are smaller faculty-to-student ratios for blindfold or simulation cane courses, accommodations used by participants, and suggestions for monitoring the safety of students. The results revealed the participants’ strong belief in the importance of immersion training, the use of the Structured Discovery Cane Travel (SDCT), nonvisual skills during O&M instruction, sleep shades, and students’ problem-solving abilities. Implication for practitioners: Although the participants had received SDCT immersion training, most personnel preparation programs approved by the Association for the Education and Rehabilitation of Blind and Visually Impaired do not use this method. For this reason, it is important for faculty to identify best teaching practices from among all programs and to integrate these practices into their curricula. Sharing best practices could strengthen all programs. Moreover, students with visual impairments should be taught early about self-advocacy and the ability to have helpful knowledge about one’s skills at a university and in the workplace.


2021 ◽  
Author(s):  
Stephanie Maria Jansen-Kosterink ◽  
Marian Hurmuz ◽  
Marjolein den Ouden ◽  
Lex van Velsen

UNSTRUCTURED Background: eHealth applications have been recognized as a valuable tool to reduce COVID-19’s effective reproduction number. In this paper, we report on an online survey among Dutch citizens with the goal to identify antecedents of acceptance of a mobile application for COVID-19 symptom recognition and monitoring, and a mobile application for contact tracing. Methods: Next to the demographics, the online survey contained questions focussing on perceived health, fear of COVID-19 and intention to use. We used snowball sampling via posts on social media and personal connections. To identify antecedents of acceptance of the two mobile applications we conducted multiple linear regression analyses. Results: In total, 238 Dutch adults completed the survey. Almost 60% of the responders were female and the average age was 45.6 years (SD±17.4). For the symptom app, the final model included the predictors age, attitude towards technology and fear of COVID-19. The model had an R2 of 0.141. The final model for the tracing app included the same predictors and had an R2 of 0.156. The main reason to use both mobile applications was to control the spread of the COVID-19 virus. Concerns about privacy was mentioned as the main reason not to use the mobile applications. Conclusion: Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance. Discussion: Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance. Age, attitude towards technology and fear of COVID-19 are important predictors of the acceptance of COVID-19 mobile applications for symptom recognition and monitoring and for contact tracing. These predictors should be taken into account during the development and implementation of these mobile applications to secure acceptance.


2019 ◽  
Author(s):  
Kelsey Thompson ◽  
Emily Zimmerman

BACKGROUND While technology use in pediatric therapies is increasing, there is so far no research available focusing on how pediatric speech-language pathologists (SLPs) in the United States use technology. OBJECTIVE This paper sought to determine if, and to what extent, pediatric SLPs are using mobile apps, to determine what purpose they are using them for, and to identify gaps in available technology to provide guidance for future technological development. METHODS Pediatric SLPs completed an online survey containing five sections: demographics, overall use, use in assessment, use in intervention, barriers, and future directions. RESULTS Mobile app use by 485 pediatric SLPs in the clinical setting was analyzed. Most (364/438; 83.1%) pediatric SLPs reported using technology ≤50% of the time in their clinical work, with no differences evident by age group (&lt;35 years and ≥35 years; <italic>P</italic>=.97). Pediatric SLPs are currently using apps for intervention (399/1105; 36.1%), clinical information (241/1105; 21.8%), parent education (151/1105; 13.7%), assessment (132/1105; 12%), client education (108/1105; 9.8%), and other uses (55/1105; 5.0%). Cost (46/135; 34.1%) and lack of an evidence base (36/135; 26.7%) were the most frequently reported barriers. Most SLPs (268/380; 70.7%) desired more technology use, with no difference evident by age group (<italic>P</italic>=.81). CONCLUSIONS A majority of pediatric SLPs are using mobile apps less than 50% of the time in a pediatric setting and they use them more during intervention compared to assessment. While pediatric SLPs are hesitant to add to their client’s screen time, they would like more apps to be developed that are supported by research and are less expensive. Implications for future research and app development are also discussed.


The current study developed a proposed mobile app for tourism companies in Egypt and tested its usability. A survey from a group of 53 respondents was conducted based on the mobile app features which were developed by tourists. The proposed mobile app was then tested by using usability measurement framework which was used to test the usability of the app interface and to ensure that this app meets user requirements. Three main usability metrics were employed in this study; effectiveness, efficiency and satisfaction. This study contributes to the current Mobile tourism and Mobile apps literature and offers useful information for ministry of tourism, software companies, mobile application developers and, of course, mobile device users in addition to entrepreneurs, policy makers, practitioners, researchers and educators through providing a clearer view and deep understanding for the issues related to the adoption of tourism-related new mobile phone application in Egypt.


2021 ◽  
Author(s):  
Sarah Sauchelli ◽  
Tim Pickles ◽  
Alexandra Voinescu ◽  
Heungjae Choi ◽  
Ben Sherlock ◽  
...  

Abstract Background Innovation in healthcare technologies can result in more convenient and effective treatment that is less costly, but a persistent challenge to widespread adoption in health and social care is end user acceptability. The purpose of this study was to capture UK public opinions and attitudes to novel healthcare technologies (NHTs), and to better understand the factors that contribute to acceptance and future use. Methods An online survey was distributed to the UK public between April and May 2020. Respondents received brief information about four novel healthcare technologies (NHTs) in development: a laser-based tool for early diagnosis of osteoarthritis, a virtual reality tool to support diabetes self-management, a non-invasive continuous glucose monitor using microwave signals, a mobile app for patient reported monitoring of rheumatoid arthritis. They were queried on their general familiarity and attitudes to technology, and their willingness to accept each NHT in their future care. Responses were analysed using summary statistics and content analysis. Results Knowledge about NHTs was diverse, with respondents being more aware about the health applications of mobile apps (66%), followed by laser-based technology (63.8%), microwave signalling (28%), and virtual reality (18.3%). Increasing age and the presence of a self-reported medical condition favoured acceptability for some NHTs, whereas self-reported understanding of how the NHT works resulted in elevated acceptance scores across all NHTs presented. Common contributors to hesitancy were safety and risks from use. Respondents wanted more information and evidence to help inform their decisions, ideally provided verbally by a general practitioner or health professional. Other concerns, such as privacy, were NHT-specific but equally important in decision-making. Conclusions Early insight into the knowledge and preconceptions of the public about NHTs in development can assist their design and prospectively mitigate obstacles to acceptance and adoption.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Edmund Wut ◽  
Peggy Ng ◽  
Ka Shing Wilson Leung ◽  
Daisy Lee

Purpose This study aims to investigate whether gamified elements affect the use behaviour of young people (between age 12 and 25 years) on consumption-related mobile applications. Design/methodology/approach A survey was conducted on 151 young people between the ages of 12 and 25 years. Findings The results showed that use behaviour on consumption mobile applications was affected by gamification. Behavioural intention to use was affected by the performance expectancy (PE) and effort expectancy (EE) of mobile application designs. Mobile applications characteristics do not affect behavioural intention to use mobile applications but through the mediator mobile application designs. Research limitations/implications This study also proposes mechanisms that explain how mobile apps characteristics affect EE and PE through app designs. Use behaviour is affected by Gamification elements. Affective need and social need link up uses and gratification (U&G) theory and unified theory of acceptance and use of technology (UTAUT)in gamification context. This study confirms the affective need affecting behavioural intention (Thongsri et al., 2018). In this regard, the mechanism between the relationship of affective need and behavioural intention was showed. Affective need through both PE and EE influencing behavioural intention. Practical implications Corporations should consider adding gamified elements into consumption-related mobile apps to increasing usage behaviour. Lucky draws, quizzes and games could be built in for mobile apps. Mobile app designs and characteristics could improve user experience by allowing consumers to perform their search and buying processes easily. Mobile app designs will not directly influence “behavioral intention to use” but use behaviour. Social implications Practitioners need to look at the problem from technological and customer perspectives. From technological viewpoint, both mobile apps characteristics and design are important in affecting user behaviour. From customer’s perspective, it would be helpful to add gaming elements to the mobile apps and induce emotion. One may also use visual image to create an immersive experience on the development of storyline. Prospective customers might focus on what is going on in the story and pay less attention on its own logic. Thus, simply lucky draw might not have a true effect since player have its own belief working. A suitable story element could have positive effect on mobile apps use behaviour. Originality/value This study is one of the first to examine the association between gamification and use behaviour on consumption-related mobile applications. A new framework was proposed by integrating UTAUT model and U&G theory.


2017 ◽  
Vol 111 (5) ◽  
pp. 441-452 ◽  
Author(s):  
Justin T. Kaiser ◽  
Tina S. Herzberg

Introduction This study analyzed survey responses from 314 teachers of students with visual impairments regarding the tools and procedures used in completing functional vision assessments (FVAs). Methods Teachers of students with visual impairments in the United States and Canada completed an online survey during spring 2016. Results The majority of participants reported that they primarily assess pre-academic and academic students in kindergarten through 12th grade (K-12). More than 95% of all participants indicated that they assess near and distance visual acuity. Other commonly assessed skills and abilities were tracking ( n = 298; 95%), peripheral visual fields (n = 296; 94%), and color perception (n = 293; 93%). Approximately 50% of survey participants indicated that they use a screening tool in determining the need for an orientation and mobility (O&M) evaluation. Discussion The procedures and tools used by participants in completing FVAs varied based on the specific student being assessed. There was also considerable variation in visual skills assessed, as well as in what was included in the assessment report by the participants. Based on comments from participants, it appears that there are complex factors that influence the decision-making process regarding possible referrals for an O&M evaluation or a clinical low vision evaluation. Implications for practitioners Teachers should reflect on their own practices and procedures to determine whether they are including all pertinent information in their FVA reports, as well as explore whether they should assess additional visual skills in order to provide a rich description of how the student uses his or her vision throughout the day in a variety of environments.


2017 ◽  
Vol 34 (10) ◽  
pp. 7-10
Author(s):  
Susan Boller

Purpose The purpose of this paper is to demonstrate that library staff can develop their own mobile app without having significant technology experience by using existing, easily accessible low-cost programs. Smart phones and tablets are here to stay. Libraries need to embrace this trend by developing mobile apps to encourage reading and provide access to resources that are safe and educational. It is about putting technology at the service of reading. Susan Boller and Marie-Pierre Preece, librarians at Les Marronniers Primary School at the International School of Geneva, received wide recognition when they were awarded the 2016 ALA Presidential Citation for Innovative International Library Projects for their mobile application “Marronniers Library”. Design/methodology/approach The search to develop a mobile application was challenging. “The process was long and complex, as we had a very small budget and no particular expertise in information technology”. While researching the best way to develop an app for her library, Susan Boller explored a wide range of options with differing costs ranging from a few hundred dollars to over $20,000 (for a custom-built app). Findings It is feasible for a school library with limited resources to develop its own mobile application. The library staff can develop such an app without having significant technology experience by using existing easily accessible low-cost programs. Developing and maintaining such an app do not require specialist IT knowledge, and these can be done internally by people interested in technology. The app is good value. The annual cost, excluding subscriptions to databases, is approximately $400. Such an app is well sustainable. The chosen platform is flexible and allows the content to be continuously maintained and updated internally at any moment without additional cost. Originality/value Having been awarded the 2016 ALA Presidential Citation for Innovative International Library Projects demonstrates the originality of the author's “Marronniers Library” mobile application. It is, to the best of the author's knowledge, the only one of its kind in a primary school library.


2017 ◽  
Vol 2017 ◽  
pp. 1-9 ◽  
Author(s):  
Konglin Zhu ◽  
Zexuan Liu ◽  
Lin Zhang ◽  
Xinyu Gu

Explosive mobile applications (Apps) are proliferating with the popularity of mobile devices (e.g., smartphones, tablets). These Apps are developed to satisfy different function needs of users. Majority of existing App Stores have difficulty in recommending proper Apps for users. Therefore, it is of significance to recommend mobile Apps for users according to personal preference and various constraints of mobile devices (e.g., battery power). In this paper, we propose a mobile App recommendation framework by incorporating different requirements from users. We exploit modern portfolio theory (MPT) to combine the popularity of mobile Apps, personal preference, and mobile device constraints for mobile App recommendation. Based on this framework, we discuss the recommendation approaches by constraints of phone power and limited mobile data plan. Extensive evaluations show that the proposed mobile App recommendation framework can well adapt to power and network data plan constraints. It satisfies the user App preference and mobile device constraints.


2021 ◽  
Vol 13 (3) ◽  
pp. 77
Author(s):  
Laith T. Khrais ◽  
Abdullah M. Alghamdi

Most retailers are integrating their practices with modern technologies to enhance the effectiveness of their operations. The adoption of technology aims to enable businesses to accurately meet customer needs and expectations. This study focused on examining the role of mobile application (app) acceptance in shaping customer electronic experience. A mixed method was adopted, in which qualitative data were collected using interviews, and quantitative data were gathered using the questionnaires. The results indicate that mobile app acceptance contributes to a positive customer experience while purchasing products and services from online retailers. Mobile apps are associated with benefits, such as convenience, ease of use, and the ability to access various products and services. With the rapid development in technology, e-commerce retailers should leverage such innovations to meet customer needs.


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