The key topic of this study was an analysis of the relevant literature and the investigation of the rationality, essentiality, and innovation of this study. This part includes four sections, as follows.
Section 1 provides an analysis of and conclusion on the assistive tools for hearing-impaired and speech-impaired people.
Section 2 outlines the collection of data related to voice recognition systems.
Section 3 includes the research and investigation of the user experience. Finally,
Section 4 contains an exploration of the application of design thinking approaches.
2.1. Assistive Tools for Hearing-Impaired and Speech-Impaired People
Hearing and speech impairment aids are one of the strategic choices to help and improve life and learning of hearing- and speech-impaired people. Designers can use the human activity assistive technology (HAAT) model or the match person and technology (MPT) model to design an aiding tool and follow the WHO’s International Function, Disability, and Health Classification (ICF) system for its evaluation, Finally, patients’ mobility and participation, as well as environmental and personal factors, must be evaluated. Liu [
4] conducted a general design study on a multi-function mobile phone for the hearing-impaired. The study pointed out that the use of a mobile phone newsletter is the most common and frequently used communication method for the hearing-impaired [
5,
6,
7]. In Lin [
8] study, an Application (APP) system that assists hearing-impaired persons who cannot wear hearing aids in their life needs was designed on the basis of user experience. This is a new auxiliary method that includes voice communication, call to me, signal monitoring, and emergency help.
In the study of Liu [
9], an auxiliary communication system was designed for severe hearing-impaired students attending the National Middle School to conduct research on the communication and expression of the student. The results of the study showed that severely hearing-impaired students, with the assistance of the auxiliary communication system, achieved results in sentence structure learning, average sentence length learning, and communication expression. In addition, in the study of Lu [
10], the auxiliary communication system was applied to students with severe autism who were attending advanced vocational schools, to conduct research on the effectiveness of classroom participation. Similarly, it was confirmed by the research results that the learning of students with severe autism could also be improved through the auxiliary communication system. On the basis of the above relevant research literature, communication learning is very important for the study and daily life of special students. However, related research focusing on the introduction of autonomous learning aid systems in schools has not been sufficiently discussed. Therefore, by focusing on the hearing-impaired and targeting the language barrier, we propose to design and develop a self-learning system that is suitable for the following learning situations: self-operation of lectures, smooth discussion between students, after-school reviews, and data collation. Students will be of great help for this study. In today’s wireless network era, through the smart phone platform, there is quite a lot of opensource software suitable for people with hearing disabilities, which can help text-to-voice or voice-to-text translations and complete fast and effective communication. Special project design systems are expensive, but if these are integrated into existing software and hardware through ingenuity, with appropriate teaching measures, a simple, highly flexible, and fully functional teaching-aiding autonomous system will be constructed. Its price and availability will be greatly improved. Therefore, the innovative design of this research is based on: first, the wireless network environment, secondly, the use of multiple smartphones and Bluetooth wireless microphones connected to the sound source, and finally, the use of a specially designed APP interface to integrate the automatic sound-to-text or text-to-sound translation of an open-source software and the construction of a set of classroom-independent learning assistance systems. The system is characterized by the combination of common appliances (for example, smart phones, wireless microphones, etc.), open-source software, and self-designed APPs as well as by equipment price parity, high flexibility expansion, and independent design and maintenance.
The technological development of assistive devices in Taiwan presents these features:
A rigorous language translation/conversion is required for hearing and speech impairment technological assistive devices that are developed in other advanced countries, before they can be introduced for domestic applications.
The domestic market of assistive devices is small, and this presents a limit for their industrial development.
The development of assistive devices for special groups lags behind, since there are few design and integration efforts and therefore very few cases, with a high level of heterogeneity. Therefore, the little development of assistive devices for hearing- and speech-impaired people is very limited [
11].
As a result, the Taiwan government has been promoting the Welfare Law for People with Disabilities and relevant laws for the protection of disabled people. The government also established the Hearing-and-Speech Assistive Device Promotion Center in order to enhance Taiwanese people’s understanding of assistive devices. This organization also provides consultation to hearing-and-speech-impaired people, with integrated information.
In 2003, the Ministry of Education also entrusted the National Kaohsiung Normal University with the task to set up the Center of Assistive Learning Devices for Hearing-and-Speech Impaired College Students. Its mission is to implement the use of assistive devices by hearing-and-speech impaired college and high school students [
12]. The purpose is to help handicapped students use assistive devices adequately during school, so that they can overcome their disability, immerse in school life, and satisfy their right of learning. As specified in the Special Education Law, schools need to provide relevant assistive devices and other services such as space with no barrier for the learning of handicapped students. The goal is to help students complete their learning and participate in school life. During different stages of learning, the organizations that are responsible for the learning of handicapped students are also different. During pre-school and compulsory education, assistive devices and services are provided by special resource centers in each city and county. During the high school collage stages, assistive devices are provided by assistive education device centers that are under the responsibility of the Ministry of Education [
12]. Cheng [
13] proposed assistive communication systems for the analysis of the overall communication effects and learning effects in hearing-impaired students with autism and disabilities. Tsai [
14] used an assistive communication system and script intervention plan to improve the effect of daily dialogs in adults with aphasia. The results indicated that the script intervention plan led to significant improvement in sentence structure accuracy, voice speed, and efficiency. Lin [
15] built a database of acoustic models by stratifying syllables, and this system allowed users to communicate with clients by the RESTful application program interface (API) using adjustable modules.
The assistive devices that are provided by the Center of Assistive Learning Devices for Hearing-and-Speech-Impaired College Students to help speech-impaired people in learning and communication function with hearing aids. Our case study is a college student with severe hearing impairment, who cannot wear a hearing aid. She learned to talk when she was young but lost linguistic knowledge. As a result, she needs a system that can convert voice into text for reading and text into voice for the communication with others. Therefore, it is clear that the assistive devices that are provided by the Center of Assistive Learning Devices for Hearing-and-Speech-Impaired College Students are not adequate for this case study.
2.2. Voice Recognition System
The Google App Inventor for Android is for people who have no programming experience and serves to code apps for Android smartphones [
16]. It is an open-source software and has been maintained by the Center for Mobile Learning, MIT. It uses visualized objects for stacking up codes. Wolber [
17] indicated that App Inventor 2 allows students outside of the information technology sector to devote themselves to programming and learning, so that programs can connect and interact with real life. Therefore, App Inventor 2 was used in this study for the application of an assistive learning system. App Inventors utilize the built-in Google Voice for speech recognition, so that people can avoid typing messages when they are busy. The artificial neural network algorithm for deep learning is used for recognizing user voices [
18]. The system can recognize a variety of languages or dialects, such as Mandarin, English, or Korean. Li [
18] also proposed the numerical processing of vocabularies by Google Voice and the conversion of the results into vectors by machine learning. The output is also in the form of vectors in order to ensure data accuracy. The internal configuration of the computers can be adjusted in order to ensure the accuracy of translation.
The emphasis for voice recognition is not only on volume, but also on the spectrum of sounds. The relay time is also one of the issues. Therefore, the combination of all these factors make the creation of these devices very complex. Moreover, the variation in the distance from where the voice is coming causes problems for voice recognition [
19]. When a voice recognition system receives a sound signal, it applies deep learning knowledge including symbols to recognize which vocabulary is adequate and to comply with the meaning, so that the context can be maintained and the most similar text to the spoken one is generated [
20].
Some of the free voice-to-text apps were compared and reviewed. Huang [
21] proposed that voice-to-text conversion is more accurate for sentence-by-sentence recognition than for the conversion of a whole speech. When recognizing Taiwanese Mandarin, most devices are still unable to recognize punctuation. Therefore, afterward rectifications are still required. In a literature review, it was found that Python has legibility, since Google has been extending its function library by deep learning. On the other hand, Tensorflow is an open-source algorithm framework that was developed by Google in 2015 to support various types of deep learning calculations [
15]. A comparison of three top voice-to-text applications including Google Voice, Apple Voice, and Microsoft Translator indicated that Google Voice has performant functions and a high rate of usage and is free to use.
Besides, when selecting the most appropriate application for this study, it was also found that the APP Inventor 2 allows users to design the desired contents by themselves with the built-in Google Voice. Since Google Voice is the most convenient and easy-to-access resource with a large database for deep learning, it was selected as the voice processing system in this study.
2.3. User Experience Design
According to the definition of the International Organization for Standardization (ISO) in the ISO9241-210 document, user experience (UX) deals with human-oriented designs which allow users to provide demands and the direction of improvement depending on their mood and perceptions when using a product. This approach allows the designer to correct the product and enhance users’ willingness of using this product. This approach also includes features of operation, experience, and emotion during the human–machine interactions.
A user experience represents the users’ emotion and mental perception of a product. User experiences include the attention to a product’s commercials, purchasing behavior, process of using the product, brand image, service, etc. A user might change his/her behavior due to a change in perception.
J.J. Garrett proposed five elements in the user experience of a website in his book “The Elements of User Experience” published in 2002, as shown in
Figure 1. People usually think pioneers in the market are advantaged in the development of websites. Therefore, the website context is better understood by dividing it into five elements, as follows: surface, skeleton, structure, scope, and strategy.
If the design of a website complies with users’ perception, users’ willingness of visiting this website will increase, and the number of visits will soon increase too. In other words, these planes indicate the users’ experience of the website. Without these planes, users lack this type of experience. Therefore, it is necessary to provide a user experience design for reference [
8]. In fact, user experience can be described as the response to someone asking how one feels when using a certain product.
In 2004, P. Morville extended Information Architecture (IA) to UX and developed a new diagram of user experience, which explained why it is necessary to help users in order to increase the usability of a product. He proposed seven characteristics of the product, which are: useful, usable, desirable, findable, accessible, credible, and valuable.
As shown in
Figure 2, the user experience honeycomb can be used to hit the optimal location from multiple targets. First of all, analyzing usability can help people understand the most important features of UX, i.e., which type of website is suitable or easier to acquire information from? How to make users believe the information provided? If the content satisfies users’ expectations, the users will be more confident in their selections. Secondly, a website can be modularized. Finally, each principle in the honeycomb can be viewed as a component that can be modified to change the users’ responses, allowing designers to explore new ideas beyond the conventional ones.
Lin [
8] proposed in his study that user experience design can help researchers determine the demands of research targets and the feasibility of designs. Su [
22] also proposed that human-centered designs are closely linked to user experience, so that a design satisfying human demands can be created. Lu et al. [
23] proposed a user-centered approach for the improvement of existing training tools for surveyors, which is called SimuSurvey. Since few users participated in the preliminary development of SimuSurvey, many teachers and students were suspicious about the innovative application of SimuSurvey to real survey classes. In order to solve this problem, an approach of iteration and increment for a user-centered re-design and development of the tool was proposed in this study. Wang et al. [
24] proposed a solution that allows designers to process the demands and messages from dynamic users by demand assessment and predictive methods. They also proposed a knowledge-based concept that is user demand-oriented and based on the structural model of four planes. This approach pays special attention to knowledge collaboration and message interchanges. Hussain et al. [
25] and Park et al. [
26] proposed user-centered assessment principles for immersive virtual reality (VR) experience or an experience operation interface. Chou [
27] proposed a psychological measurement of a user experience model by using the fuzzy measurement approach. The user experience questionnaire (UEQ) was used as a psychological measurement tool to collect evaluation data of subjects. The evaluation variables were converted into Gaussian fuzzy numbers and were aggregated by the aggregation operation. The user experience index (UXI) was developed for a quantitative evaluation of the UX quality. He also carried out a demonstration study of the accidental UX measurement of touching the mouse. The purpose of this study is to develop a class learning assistive system based on user experience which can meet the needs of speech-impaired students. The experiment was carried out considering the user experience so to obtain a system complying with the requirements of being desirable, usable, and useful. The design of the assistive learning system was then improved on the basis of further feedbacks.
2.4. Design Thinking
The concept of design thinking can be traced back to the 1960s when it was called design science [
28]. In the 1980s, the design thinking approach extended to the recognition model, which describes the attitude and thinking during the design stage so that a product can have a better design [
29]. In 1991, the IDEO design house was founded by the merging of David Kelley Design, London-based Moggridge Associates, San Francisco’s ID Two, and Matrix Product Design with its headquarters in San Francisco. As a well-known design company, IDEO has developed internally and gradually worldwide the design thinking approach [
30]. In 2008, IDEO CEO Tim Brown mentioned in
Harvard Business Review that “Thinking is just like a designer that changes your product, service, or even strategy”. IDEO designers have different backgrounds, such as in the development of human–machine interfaces, electronics development, software design, and interface design. The most notable design works are Apple computers and the first Microsoft mouse. Design thinking leads designer to new thinking ways and ideas, so that they can find optimal designs by breakthroughs in design conceptions. Brown [
31] mentioned that design thinking originated from training designers with professional skills, so that things that are desired by people can be integrated with technology, and more new products can be created.
Design thinking also deals with a design approach that is motivated by human desires. IDEO has been promoting design thinking so that it has become the modern mainstream design approach. Brown [
31] also mentioned the use of three design thinking spaces which interact with each other. These three spaces include inspiration, ideation, and implementation, as shown in
Figure 3.
Inspiration deals with looking for a solution to the problem.
Ideation generates a solution and verifies it.
Implementation pushes the product forward to the market.
This approach requires cycles of this process until a new direction for a product is reached. The number of cycles between inspiration and ideation might be considerable, until a new product is created.
There are constraints within these three spaces, so that design thinking can be effective. If there is no constraint, the inspiration might become unbridled, and therefore, it is a usual practice to introduce some important constraints to ensure success. The principles of ideation, including feasibility, desirability, and viability, can be applied, as shown in
Figure 4 [
31,
32].
During design thinking, these three principles should be considered continuously, so that a product can reach balanced and standard qualities. However, an in-depth design thinking is required to determine the demands of human beings and understand the real needs of people so that their problems can be solved. This is the motivation that stimulates design thinkers to work on innovative developments rather than on producing designs on the basis of profit figures. However, determining the real needs of people requires the observation of how people actually use a product and of the reasons why they do not use it. This approach requires sympathy, and the actual problems people encounter can only be understood by perceiving and experiencing a product with people who normally use it.
Therefore, Brown [
32] proposed that the human being should be the center of design thinking, which, therefore, should lead to a human-centered design. People do not really know what they need, and design thinking can help people find the product they want. There are three elements of design thinking when seeking what people want: insight, observation, and empathy.
Stanford Design School divided the design thinking process into five steps, as shown in
Figure 5.
Empathy: observing users’ behavior, interviewing users, and experiencing like a user.
Define: describing the observation by sympathy, considering insight and demand.
Ideate: starting with the development of an idea and identifying the most appropriate solutions for the users.
Prototype: turning the results of ideation into tangible products or interfaces.
Test: allowing users to operate on their own and correcting errors in a continuous manner, in order to find the most appropriate product for the users.
Chan [
33] proposed that the first step of a design is to have empathy for users’ needs and to identify the problems they encounter and their needs. Wang [
30] also proposed the application of the five steps of design thinking to figuring out problems and confirming the issues that need work. Ideation and discussion are also required to reach the final state of a product. Hsiao [
34] also proposed that the spirit of design thinking does not lie in design but in thinking. Thinking design is the starting point to enhance creativity. Scholars in various fields such as education and psychology also discussed the correlation between thinking and creative power.
Parnes (1967) proposed the teaching model of creativity problem solution (CPS) [
35]. He emphasized the use of systematic thinking to resolve a problem. He also proposed that decision-makers should consider viable approaches from different angles of view. The strategy proposed by Chen [
36] is composed of five steps which include understanding facts, discovering problems, paying attention to concepts, finding solutions, and seeking acceptance. Nagel et al. [
37] introduced the goal of the James Madison University School of Engineering Approach. In this study, we introduce our course integration design and a sustainable method along with the tutorial method that was used during the entire course. In the design field, Meinel et al. [
38], 2011; Jobst et al. [
39]; Carayannis [
40]; Serrat [
41]; Garbuio and Lovallo [
42] carried out relevant studies on the application of design thinking. However, there are few studies of the application of design thinking to tutorials or textbooks and their effect on students’ learning. Tu et al. [
43] proposed improving tutorials by design thinking. At the empathy stage, interviews and training during class can promote students’ participation. This provides students with substantial help during the interviewing process. It also supplies information of the target group’s demands, strengthens students’ discussion on design-related topics, and builds a favorable educational atmosphere. In addition, it promotes the active interaction between students and teachers, so that students can be more concentrated during class and benefit from the tutorial method.
It is known from the above-mentioned literature review that the current assistive learning devices can be classified as devices for hearing impairment or for speech impairment. Currently, no relevant integrated assistive tool is available. During the preliminary product design stage, it is required to understand users’ demands and needs. Therefore, a semi-structured interview was carried out in this study. The design thinking approach was used to define steps for the design planning. During the entire design process, view from the users’ standpoint and use of the user experience were required to verify whether the assistive learning system could meet users’ demand.