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Using Expert Evaluation to
Assess the Usability of an
Educational Mobile Game for
Cognitive Skills Training
Authors
Jorge-Luis Pérez-Medina*,1, Patricia Acosta-Vargas1, Carlos Sampedro2, Andrés Paredes2, Mayra
Carrión2, Marco Santórum2, Ligia-Pilar Samaniego-Santillán2, Verónica-Gabriela Maldonado-
Garcés3, Carlos Corrales-Gaitero3, Nelly-Yolanda Ortiz-Carranco3
1 Intelligent and Interactive Systems Lab (SI2 Lab). Universidad de Las Américas. Quito, Ecuador
{jorge.perez.medina, patricia.acosta}@udla.edu.ec
2 Escuela Politécnica Nacional (EPN). Quito, Ecuador
psamaniego777@gmail.com,{carlos.sampedro, andres.paredes, mayra.carrion, marco.santorum}@epn.edu.ec
3 Pontificia Universidad Católica del Ecuador (PUCE). Quito, Ecuador
{vmaldonado794, ccorrales680, nortiz465}@puce.edu.ec
* Corresponding author
Abstract
People with intellectual disabilities is one the concerns of current
societies
Non-Profit associations make efforts to improve the living conditions of
these citizens
We presents a heuristic evaluation of an educational mobile game
helping social workers and health professionals in their training, in
order to incorporate into the labor market citizens with intellectual
disabilities
Background
15% of the world’s population is affected by some physical, psychic or
sensory disability that hinders their personal development and social,
educational or occupational inclusion
WHO: Disability and health (Jan 2018)
https://www.who.int/news-room/factsheets/detail/disability-and-health
Background
Advanced information and communication technologies (ICT) are
facilitating changes in society, also in social and productive
relationships
Mobile applications as an emerging segment of ICTs are being a
fundamental element in supporting training activities
The applications must be usable, effective and accessible !
A Mobile Educational Application for Cognitive Skills
Training
The applications provide technological support for cognitive skills
training
Useful for people with mild to moderate intellectual disability
conducted by users which do not present physical difficulties that
prevent the normal use of a mobile device
A Mobile Educational Application for Cognitive Skills
Training
Application’s tasks
Heuristic usability – Materials and methods
Each expert
- became familiar with the application
- Made an individual evaluation considering the set of
heuristics evaluations and the severity’s levels
The results of each expert were merged for further
analysis
Results
Discussion
User support, user guidance and user effort were the most severely
criticized heuristics. This may have an origin in which there is no clear
guide and no feedback about the tasks that the user must perform
The experts founded inconsistencies in font styles and icons increasing
the cognitive workload imposed to the users
We recommend that all visual elements be reviewed so that redesigns
can be adjusted to a viewing standard.
Conclusion
The case study is developed from the need to train people with
intellectual disabilities to facilitate their integration into productive
activities, such as in a bakery
Future works should concentrate on performing new usability
evaluation studies, we will focus on making user experience in real
situations, with real users
Jorge-Luis Pérez-Medina, Patricia Acosta-Vargas, Carlos Sampedro,
Andrés Paredes, Mayra Carrión, Marco Santórum, Ligia-Pilar
Samaniego-Santillán, Verónica-Gabriela Maldonado-Garcés, Carlos
Corrales-Gaitero, Nelly-Yolanda Ortiz-Carranco
jorge.perez.medina@udla.edu.ec
Thanks

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Using Expert Evaluation to Assess the Usability of an Educational Mobile Game for Cognitive Skills Training

  • 1. Using Expert Evaluation to Assess the Usability of an Educational Mobile Game for Cognitive Skills Training
  • 2. Authors Jorge-Luis Pérez-Medina*,1, Patricia Acosta-Vargas1, Carlos Sampedro2, Andrés Paredes2, Mayra Carrión2, Marco Santórum2, Ligia-Pilar Samaniego-Santillán2, Verónica-Gabriela Maldonado- Garcés3, Carlos Corrales-Gaitero3, Nelly-Yolanda Ortiz-Carranco3 1 Intelligent and Interactive Systems Lab (SI2 Lab). Universidad de Las Américas. Quito, Ecuador {jorge.perez.medina, patricia.acosta}@udla.edu.ec 2 Escuela Politécnica Nacional (EPN). Quito, Ecuador psamaniego777@gmail.com,{carlos.sampedro, andres.paredes, mayra.carrion, marco.santorum}@epn.edu.ec 3 Pontificia Universidad Católica del Ecuador (PUCE). Quito, Ecuador {vmaldonado794, ccorrales680, nortiz465}@puce.edu.ec * Corresponding author
  • 3. Abstract People with intellectual disabilities is one the concerns of current societies Non-Profit associations make efforts to improve the living conditions of these citizens We presents a heuristic evaluation of an educational mobile game helping social workers and health professionals in their training, in order to incorporate into the labor market citizens with intellectual disabilities
  • 4. Background 15% of the world’s population is affected by some physical, psychic or sensory disability that hinders their personal development and social, educational or occupational inclusion WHO: Disability and health (Jan 2018) https://www.who.int/news-room/factsheets/detail/disability-and-health
  • 5. Background Advanced information and communication technologies (ICT) are facilitating changes in society, also in social and productive relationships Mobile applications as an emerging segment of ICTs are being a fundamental element in supporting training activities The applications must be usable, effective and accessible !
  • 6. A Mobile Educational Application for Cognitive Skills Training The applications provide technological support for cognitive skills training Useful for people with mild to moderate intellectual disability conducted by users which do not present physical difficulties that prevent the normal use of a mobile device
  • 7. A Mobile Educational Application for Cognitive Skills Training Application’s tasks
  • 8. Heuristic usability – Materials and methods Each expert - became familiar with the application - Made an individual evaluation considering the set of heuristics evaluations and the severity’s levels The results of each expert were merged for further analysis
  • 10. Discussion User support, user guidance and user effort were the most severely criticized heuristics. This may have an origin in which there is no clear guide and no feedback about the tasks that the user must perform The experts founded inconsistencies in font styles and icons increasing the cognitive workload imposed to the users We recommend that all visual elements be reviewed so that redesigns can be adjusted to a viewing standard.
  • 11. Conclusion The case study is developed from the need to train people with intellectual disabilities to facilitate their integration into productive activities, such as in a bakery Future works should concentrate on performing new usability evaluation studies, we will focus on making user experience in real situations, with real users
  • 12. Jorge-Luis Pérez-Medina, Patricia Acosta-Vargas, Carlos Sampedro, Andrés Paredes, Mayra Carrión, Marco Santórum, Ligia-Pilar Samaniego-Santillán, Verónica-Gabriela Maldonado-Garcés, Carlos Corrales-Gaitero, Nelly-Yolanda Ortiz-Carranco jorge.perez.medina@udla.edu.ec Thanks