Software Design for Users with Autism Using Human-Centered Design and Design Thinking Techniques
Abstract
:1. Introduction
1.1. Background
- The use of pictograms in apps for mobile devices facilitates the permanence of the user with ASD in therapeutic activities due to their already proven familiarity with traditional therapies.
- The use of gamification techniques for the development of activities within the app generated for users with ASD motivates the participation of children in the planned tasks.
- The use of technological devices, such as smartphones or digital tablets, provides new tools to therapists that had previously been little explored.
- Existing software that is geared toward users with ASD is viable to link to autism treatment processes, but it will not always be completely useful because the features, motivations, and design differ from the requirements of different users. In accordance with the above, the design of these apps must be customizable according to the requirements of different users and in short periods of time to facilitate their use in larger groups.
- The software architecture used for the design of accessible apps does not differ from conventional software; however, it is necessary to customize the functional requirements for each user based on collaborative creation methods.
1.2. Theoretical Context
2. Materials and Methods
2.1. Context of Collaboration
Empathize
2.2. Characterization of Users
Define
2.3. Co-Design of Activities
2.3.1. Ideate
- Braindumping: Individual ideation of therapeutic innovation with the use of accessible software. To this end, each participating therapist was presented with a challenge to guide the analysis of each child with ASD and the consequent generation of ideas that could be applied.The challenge is to imagine the behaviors or skills that the therapist would like to develop in each child with ASD in their care (e.g., increasing their vocabulary, increasing their attention span when performing an activity, improving their self-reliance when performing everyday tasks—such as cleaning their mouth, going to the bathroom, etc.). The answers were collected on sticky notes (post-its) that were pasted on a board on the wall so that they could be observed later by all participants.
- Brainstorming: Collaborative group ideation of therapeutic innovation with the use of accessible software. In this activity, complementary to the previous one, one of the participating therapists was asked to mention aloud the child analyzed, as well as his or her proposed ideas for skill development. Subsequently, the sticky notes (post-its) were grouped according to the desired therapeutic criteria: behavioral improvement, emotional leveling, development of social/emotional skills, etc.This activity was repeated with each therapist, seeking to group the ideas that are similar to each other and seeking to prioritize those that they consider the most relevant.
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- Emotional leveling.
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- Self-recognition.
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- Self-instruction.
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- Vocabulary learning.
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- Social interaction.
2.3.2. Prototype
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- Work interface.
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- Rend.
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- Compatibility with different operating systems.
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- CORE Layer:
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- FrImage: Allows you to display images from a website or a local file for display in the application.
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- FrFeedback: Allows you to display an image and/or listen to audio as feedback on any action in the application.
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- FrVideoPlayer: Allows you to play a video by taking a file from the web or a local file. It allows you to add subtitles if needed.
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- Question module with pictograms.
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- Pictogram combination module.
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- Pictogram matching module.
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- Security module.
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- Package Layer:
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- Flutter Layer:
2.4. Validation of Results
Test
- Software validation: Evaluation of the FRIDA framework as a tool that streamlines the design of software with accessibility features (development framework) aimed at users with ASD.
- Expected therapeutic impact: FRIDA Intervention Framework for the Development of Emotional Skills in Children with ASD.
3. Results
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- Ease of use: Clarity and understanding in the use of FRIDA to generate accessible apps.
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- Design time: Reduced time for the design and deployment of accessible applications.
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- Access to FRIDA: Ease of access and use of the app.
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A. Ethics Committee
Appendix B. Informed Consent
Participant’s name and signature | Gustavo Eduardo Constain Moreno Principal Investigator |
Appendix C. Empathy Map Guiding Questions
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- What is your environment like?
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- What are your friends like (foundation mates, siblings, cousins, or people close to you)?
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- What kind of problems do you face or know about?
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- What are you exposed to because of your cognitive disability?
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- What does the child say about his/her environment? (Perception from your activity as a therapist)
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- What do your friends (foundation mates, siblings, cousins, or people close to you) say?
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- Who influences the child within his/her close circle of people?
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- What media do you pay attention to? (Cellphone, personal computer, magazines or books, favorite toys or objects, etc.)
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- How do you communicate with your environment?
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- What are their needs?
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- What concerns do you have? (If this aspect can be perceived)
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- What things matter to him and do you say them?
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- What are your expectations? (If you manifest them in any way)
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- What motivates you to do an activity?
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- What’s their attitude?
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- How does it behave?
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- What do you say you care?
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- Who do you talk to or interact with most often?
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- Are there differences between what you say and what you think?
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- What might the child be afraid of when interacting with technology?
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- What hurdles would you overcome when interacting with technology?
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- What would frustrate you about using technology?
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- What makes you uncomfortable about using technology?
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- What goals do you want to achieve?
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- What would be its maximum benefits?
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- What outcomes would you mention as ‘favorable’ or ‘successful’ within the treatment of autism through the use of technology?
Appendix D. Accessible App Heuristic Evaluation Format
Appendix E. Therapist Survey
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Person Tested | Disability Condition | Preferred Items | Preferred Sounds | Positive Activities | Negative Activities |
---|---|---|---|---|---|
Person 1 | ASD 1 | Geometric figures, pictograms | Nature, soft music | Move and relate objects on the screen | Write, return actions |
Person 2 | ASD 1, motor disability | Animals | Nature | Move and relate objects | Write, return actions |
Person 3 | ASD 1 | People, pictograms | Pop music | Graphical menu navigation | Write, return actions |
Person 4 | ASD 1, Disability in Hands | Cars, animals | Cars and motorcycles | Write short words | Write, return actions |
Person 5 | ASD 1 | Household objects | None | Move on screen, navigation | Write, return actions |
Person 6 | ASD 1 | Religious images | Soft sounds | Relate objects, drag objects | Write, return actions |
Person 7 | ASD 1, Deafness | Pictograms | Applause and congratulations | Relate objects on screen | Write, return actions |
Person 8 | ASD 1 | Pictograms | Applause and congratulations | Relate objects on screen | Write, return actions |
Criteria/Framework | Flutter | React Native |
---|---|---|
What is it? | A portable UI toolkit for building mobile web apps built natively from a single codebase. | A framework for building native apps using React. |
Work interface | Being a codebase, apps look and behave similarly on iOS and Android, but thanks to Material Design and Cupertino widgets, they can also mimic the platform’s design. | The app components look the same as native components (for example, a button on an iOS device looks the same as a native iOS button, and the same is true on Android). Use a third-party library to make the app look identical across platforms. |
Yield | Usually much faster than native development. | Possibly as fast as Flutter. But as an RN, it may require separate optimization for each platform. |
Compatibility of generated applications with the operating system | The design of the app is platform-specific. It requires several interactions with the operating system. | The app requires communication via Bluetooth. If you want to create the app exclusively for Android. IOS has better support. |
Aspects to Be Evaluated | Applied Technique | Description | Linked Actor |
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For the software: Efficiency of the FRIDA framework Effectiveness of the software designed with FRIDA | FRIDA’s efficiency for the design of accessible software was measured using a heuristic evaluation model conducted by expert developers. Efficacy was validated using qualitative concepts with surveys of the children’s therapists. | Evaluation of efficiency measured over design time with and without FRIDA. Efficacy was evidenced from qualitative information provided by therapists and the emotional reactions of children with ASD. | Software developers who are experts in mobile app design. Therapists participating in this project. |
For therapeutic impact | Field trials with children with ASD who were designed with software adapted to their therapeutic needs. | Work sessions with children for the use of designed apps and the follow-up of the resulting emotional and social reactions. | Participating children with ASD. Therapists participating in this project. |
Aspects Evaluated | Percentage Time Reduction |
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Application development time. | 94.6% |
Implementation of a security module for the application. | 42.6% |
Implementation of a pictogram work module. | 30.3% |
Implementation of an emotion recognition module. | 54.1% |
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© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Constain Moreno, G.E.; Collazos, C.A.; Blasco, S.B.; Moreira, F. Software Design for Users with Autism Using Human-Centered Design and Design Thinking Techniques. Sustainability 2023, 15, 16587. https://doi.org/10.3390/su152416587
Constain Moreno GE, Collazos CA, Blasco SB, Moreira F. Software Design for Users with Autism Using Human-Centered Design and Design Thinking Techniques. Sustainability. 2023; 15(24):16587. https://doi.org/10.3390/su152416587
Chicago/Turabian StyleConstain Moreno, Gustavo E., César A. Collazos, Susana Bautista Blasco, and Fernando Moreira. 2023. "Software Design for Users with Autism Using Human-Centered Design and Design Thinking Techniques" Sustainability 15, no. 24: 16587. https://doi.org/10.3390/su152416587
APA StyleConstain Moreno, G. E., Collazos, C. A., Blasco, S. B., & Moreira, F. (2023). Software Design for Users with Autism Using Human-Centered Design and Design Thinking Techniques. Sustainability, 15(24), 16587. https://doi.org/10.3390/su152416587