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RECALL Project
                               2009-504970-LLP-1-2009-1-UK-KA3-KA3MP




      Evaluation of route learning software
     on Android for people with disabilities –
      Jacqui Lewis, Camelia Popescu, Penny
           Standen and Maria Saridaki

The project is partially funded under Key Activity 3: Informational and Communication Technologies (ICT)
     Lifelong learning programme of the European Commission The content of this project does not
    necessarily reflect the position of the Commission, nor does it involve any responsibility on its part
Project Partners:
Nottingham Trent University – UK
  Greenhat Interactive Ltd – UK
        BID Services - UK
Marie Curie Association – Bulgaria
 University of Athens – Greece
        CPPC – Romania
Rationale
Evidence presented by the Disability Rights Commission (DRC) indicates
that people with disabilities experience considerable disadvantage in terms
of transport and travel. For example:
• People with disabilities are unable to use 70 per cent of buses and 40
    per cent of the rail network.
• 60 per cent of people with disabilities have no car in the household,
    compared with 27 per cent of the general population.
• Almost half (49%) of people with disabilities are totally reliant on public
    transport.
• Over half (56%) of people with disabilities said that they would like to
    go out more.
• People with disabilities are twice as likely to turn down a job due to
    travel difficulties.
• More than half (52%) of people with disabilities expressed some
    difficulties in getting to all essential services such as GPs and hospitals.
• The research phase of our project showed that travel skills and
    confidence to learn new routes are core skills for leading independent
    lives; showing users their exact location relative to where they need to
    get to can help people who struggle with spatial skills.
Project Aims
• To counteract exclusion that occurs when people with learning
  disabilities leave statutory services, exacerbated by the anxiety of
  carers about their vulnerability in the community.
• To overcome physical and psychological barriers to independent
  travel and community inclusion.
• To reengage people into active citizenship
• To increase access to community activities by developing
  independent travel skills
Objectives
• The project utilizes location based services in
  assistive technologies to allow people with
  learning disabilities and sensory impairments to
  develop lifelong learning skills of: route
  planning, memory, concentration, stress
  management, time-management &
  understanding targets and deadlines.
• Three modes of RECALL allow our target audience
  to plan and use routes to reconnect with
  community opportunities; and to play to
  reinforce the connection between maps and the
  real world.
Description of Application
• Provides a tool for developing
  and supporting routes that
  involves and enables the route
  learner
• Allows carers and trainers to
  have additional confidence
• Uses mainstream and
  contemporary location aware
  technology
• Provides other travel training
  elements such as reminding the
  user when to leave
• Provides geographically based
  prompts
• Allows specific safety based
  prompt e.g. at road junctions
• Provides a means to contact a
  carer in the event of an
  emergency
• Not a replacement for travel
  training, but another tool
  trainers can use to engage and
  keep users on task
Route Mate vs Satnav approach
Route Mate attempts to      Traditional route
use technology to           guidance (location based)
enhance route learning      turn by turn instruction
 – Route creation is part    – Route generation is
   of the process              automatic
 – User defines their own    – Instructions presented
   waypoints                   to the user
 – Supports cognitive        – Suppresses cognitive
   map formation               map formation
Route Mate - Console
Using a basic desktop/laptop and internet
connection, the user, parent or carer can:
• Load the routes from a device
• Preview and edit routes
• Duplicate routes
• Save/load routes to/from PC
• Save new and modified routes to the phone
• Delete routes from the phone.
Console
Telephone Start Up
Plan Mode
•Plan mode gives the user the option to create a new
route, or load and modify an existing route with the
help of a parent, carer or trainer. They can enter the
start point using selection on a map and can also
enter the start time of their journey, set daily alarms
and end address of their new route.
•An emergency contact can be specified and points of
interest can also be set between the start and end
points using the phone’s camera to break the journey
up into a number of smaller routes connected by key
landmarks and more effectively scaffold its learning.
Route Mate ‘Use’ Mode
•The user can rehearse the route a number of
times accompanied by a trainer or teacher before
independent travel. The Use Mode allows the
user to travel more independently and rely less on
the application and more on their own skills.
•To facilitate independent movement, the screen
turns off while travelling between points of
interest in the Use Mode.
•This is important because over reliance might be
dangerous for example looking down at the
screen whilst crossing a road unaccompanied.
Route Mate ‘Use’ Mode
Challenge Mode - Gamification
To teach/reinforce the concept of
maps and route learning, a games
approach has been adopted that:
• Allows students to insert
   different icons to waypoints in
   planning mode (e.g., treasure)
• The student is then challenged
   to find this treasure in the real
   world, using game play around
   treasure hunts, or pirates, for
   example.
• Promotes the connection
   between the map and the real
   world
Project Evaluation
          Completed              Ongoing/Future:
•   Issues Tracking for     • Scientific Review
    functionality
•   Iterative Testing for   • Internal and external
    product usability and     impact measurement
    accessibility             against key
•   Piloting                  performance indicators
•   Soft outcomes
    measurement
Scientific Review – Role
The external evaluator will:
1. ensure that we are able to demonstrate the
   scientific quality of our work so that others can
   trust our outputs by being able to provide
   enough evaluation detail to reassure them that
   our conclusions are sound and to enable them
   to judge whether our products would be
   suitable for their client group
2. monitor our use of accepted inclusive design
   standards and also the use of the issues tracker
   for bug fixing
3. produce a state of the art review of other
   developments to test for product innovation
Qualitative Evaluation –internal and
                external
Further qualitative evaluation will take two
approaches to outcome measurement, both of
which will measure the delivery of the project
against a number of key performance indicators for
measurement of sustainability and social impact of
the project and its results.
•the first of these will be conducted internally with
project partners
•the second externally with project stakeholders.
Usability Testing methodology
Between month 9 and month 30 of the project, iterative testing was
conducted by all partners using different tools for experts and final users.

Tools:
• Instructions for deploying testing
• List of tasks that users should attempt with Route Mate
• Observations sheet to record any usability issues
• Template to collect data

Throughout this period of testing an issues tracker was used by all partners
and experts to record any problems with functionality of the device. This
allowed the programmer to bug fix as we went along to keep the process
flowing, so that the device would be ready for piloting
Testing Tasks
• Testing with final users was conducted in teams including
  one assistant (to assist users and to ensure their safety) and
  one evaluator (to observe and record the data).
  Spontaneous feedback from the participants and their
  facilitators was recorded. The participants were given
  training in the use of the phone and were shown how to
  navigate the application.
• Relatively quiet and short roads were chosen. A shorter
  route allowed more time to be spent gathering feedback.
  The length of routes chosen for testing varied between
  200-1600 m and the time spent on the road varied
  between 10 – 30 minutes.
• At least two testing sessions were carried out with every
  user and between 5 to 10 users tested the application in
  each country, following the same set routine of tasks.
Usability Testing Results
Analysis of Tasks

The main characteristics of Route Mate tested were:
• Open/ close the application
• Use the virtual keyboard
• Use the map (using arrows, using zoom buttons)
• Set points
• Take pictures
• Use panic button
• Take a route

A 4 level scale for registering answers was used:
Level 1= could not complete even with help
Level 2 = requiring considerable physical or verbal help to complete
Level 3 = requiring a little physical or verbal help (eg prompts) but could otherwise complete the
    task unaided
Level 4 = completed with no help

The amount of time spent looking at the device (percent of total time of walking) was:
• 22 cases between 70% -90%
• 6 cases between 20%-50%.
Testing Results
• Analyzing the main characteristics of Route Mate we found out that for the
  users the application was in most of the cases easy and engaging to test and
  only in a few cases were no answers registered because of a functionality
  error.
• Open/close the application was completed mostly with no help - 20
  responses
• Use the virtual keyboard was completed mostly requiring a little physical or
  verbal help -18 responses
• Using the map (using arrows, using zoom buttons) was completed mostly
  requiring a little physical or verbal help - 17 responses
• Set points was completed mostly requiring a little physical or verbal help -
  20 responses
• Take pictures was completed with requiring a little physical or verbal help -
  16 responses
• Use panic button was completed mostly requiring a little physical or verbal
  help - 21 responses. (4 non answers were recorded because of errors)
• Take a route was completed requiring a little physical or verbal help - 13
  responses. (8 non answers were recorded because of errors)
Main areas of physical difficulty
Taking pictures was one of the characteristic where the answers varied
the most depending on which version of Route Mate was tested. This
required considerable physical or verbal help to complete in some
cases – 7 responses.

Using the virtual keyboard and using the map (using arrows, using
zoom buttons) required sometimes considerable physical or verbal
help to complete depending of the disability of the users:

• Using the virtual keyboard –required considerable physical or
  verbal help to complete - 6 responses
• Using the map (using arrows, using zoom buttons) required
  considerable physical or verbal help to complete - 8 responses
Users’ Typical Reactions
Some examples of reactions and behaviours of users:

• Users weren’t always sure of menu layout and where to find the
  Route Mate icon.
• Users were unsure how to locate the ‘close keyboard’ icon to be
  able to progress to the next screen.
• When moving around the map screen in Plan mode, accidental
  clicking meant the option to add a point kept coming up, which
  caused confusion with users
• Some users found it difficult to know where they were on the map
  while taking a route and, therefore, how to proceed.
• Difficulties with using the keyboard due to fine motor limitations.
  This cannot be rectified within the project – it is a hardware issue.
Functionality
• An online issues tracker (Red Mine) was used
  to allow the software engineer to be
  constantly updated on functionality problems
  encountered during iterative testing.
• These issues were then prioritised and bugs
  fixed accordingly.
• Testers were then informed as each issue was
  dealt with and signed off.
Issues Tracker
Issues – Bug report
Functionality – Main Issues reported
Main issues have been:
  - Crashes / freezes - usually a coding mistake. Crash reporting
 tool (ACRA) integrated into the app to allow analysis of the
 events leading up to the crash
  - Photos not being recorded - only occurred on some
 devices, not others. Image capture code was rewritten.
  - Off route warning not consistently working - code corrected.
  Quite a few issues were determined to be device specific, so it
  was decided to pilot with a consistent configuration. Galaxy
  Nexus devices were used as they have an up to date version of
  android, and don't have any manufacturer (e.g. Sense UI (HTC)
  or TouchWiz (Samsung)) or carrier (e.g. hard coded home
  page, Telco apps) additions to the operating system.
Piloting Tasks
SCENARIO
Outline Scenario
• 3-5 Sessions
• 5-10 end users

Piloting Scenario
1st Session: Training and first use of Route Mate
• Training by the researchers - max 15 mins
• Soft Outcomes Star™ used by End Users (physical disabilities) or
   caretakers (learning disabilities) - max 15 mins
• Piloting Process - Participant observation
• Familiarize with the software
• Create first route on console - by facilitator/end user
• Use first route - by facilitator/end user/researcher
• End of route, return to the premises - by facilitator/end
   user/researcher
• Debriefing Process - max 15 mins
Piloting Tasks contd
2nd Session: Semi-Autonomous use
• Piloting Process - Participant observation
• Use existing route - by facilitator/end user/researcher
• End of route, return to the premises - by facilitator/end
  user/researcher
• Debriefing Process - max 15 mins

End Session - Semi-Autonomous (if possible)
• Piloting Process - Participant observation
• Use existing route - by end facilitator/end user/researcher
• End of route, return to the premises - by facilitator/end
  user/researcher
• Soft Outcomes Star™ used by End Users (physical disabilities)
  or carers (learning disabilities) - max 20 mins
• Observational checklist - Likert Scale - max 20 mins
Observational checklist - Likert Scale
• Documents feedback - open questions
• Closed type questionnaire with interval scales
• Invites open comments from both end users and
  facilitators
SOFT OUTCOMES STAR ™ tool

             The soft outcomes star™ is a tool
             to measure and record the
             difference a service/training has
             made to clients by showing
             progress made in qualitative areas
             of life across a period of time such
             as from the beginning to end of a
             course delivered.

             The tool is used with clients in a
             non-threatening way to help
             diagnose where they might need
             more support as well as what they
             have achieved. It can also be used
             as evidence of value of a project or
             course and to demonstrate a
             return on their investment to
             project funding agencies in areas
             that are hard to quantify.
Piloting Results – Likert Scale
•Carers and users were very positive about Route Mate.
•General attitude towards Route Mate was positive even in
cases of technical issues
•Users are willing to use Route Mate when the app has
been finalised
•Most of them credited Route Mate with an increase in
confidence and in helping relatives and families to be
reassured that users are safe when travelling independently
using the app. The panic button was one of the most
important features for the family
Piloting Results – Likert Scale
•There were insignificant differences in the way caretakers
(carers, teachers, trainers, support workers) answered the
questionnaire.
•The only demographic characteristic that was found to be
important is experience in technology.
•Experienced caretakers found Route Mate to be usable and easily
accessible and had more positive attitude towards it.
•Users that had previous experience with technology scored better
•All categories of users showed significant improvement in the
second measurement
•Older users performed worse in the first measurement but
improved more than the other categories in the final
measurement
•Impact was the same across disability categories
Piloting Results - Star Tool and
               Observation
• Users with intellectual disabilities show no
  qualitative differentiation in contrast with
  individuals with other kinds of
  impairments/disabilities, providing us with an
  important indication that Route Mate can be
  an equally useful learning and assistive tool
  for users with different disabilities
Piloting Results – Star Tool




Star Tool: All categories increase significantly in the second measurement
Piloting Results
•During the piloting sessions and as the technical problems
started to slowly resolve:
   –Stress levels decreased
   –Users’ confidence increased
   –Users felt encouraged and motivated to use Route Mate.

•As expected, previous experience with mobile technology
had an effect on users’ self confidence and therefore their
ease with Route Mate.
•Games and game based learning elements reduce the
steepness of the learning curve and increase satisfaction and
motivation
Piloting Results
Reasons that increased the levels of stress:
•Technological problems
•Disbelief about technology’s reliability in general
•Feelings of frustration about not being able to
access the right technology (smartphone) because
of prohibitive costs and accessibility
•Risk (fear of being victimized when holding an
expensive mobile)
According to Soft Outcomes Star™
findings, these stress levels can be reduced
through repeated use of Route Mate.
Piloting Methodology Results - Impact
End users could clearly see the immediate impact that Route
   Mate could have on their lives:
• “Route Mate will be really helpful next year when I go to
   college”
• “Will let my mother know that I can get there safely”,
 End users could see the potential that Route Mate could have
   on expanding and improving their daily lives:
• “I can see my friends more often”
• “I can learn new and unfamiliar routes”
Piloting Methodology Results -
                Motivation
• Motivation to use Route Mate was also increased) by
  the “Where to go Next?” screen and the photo
  gallery, which according to most of the users made the
  route more interesting and enjoyable
• Motivation from using Route Mate: two cases where
  the use of Route Mate prompted them to improve
  themselves or at least triggered the desire to improve
  themselves. One student with learning disabilities who
  was unable to read or write. After the first session with
  RM she expressed to her parents the desire to learn
  how to read. In a second case, after a RM session, the
  end user started to search on the internet for similar
  programs and assistive technologies.
Piloting Methodology Results
Bugs and optimization:
•The intermediate stops have to be actual places, things that the
end users can recall instantly and not commands or actions.
•The pop up info about the next stop has to appear before the
users reach a street, otherwise they tend to freeze in the middle of
a street raising important safety issues.
•For some students with sensory impairment or fine motor control
issues, the keys were too small
•Individuals in wheelchairs could not use Route Mate while moving.
They had to stop, use the application and then continue their
journey
Piloting Methodology Results
Proposals for further improvement:
• To add a voice command or to be able to
  activate audio commands
• To add haptic feedback as an alternative for
  people with visual impairments
• To enhance the more game-like aspects of
  the app.
Thank you for listening!

      RECALL team

http://recall-project.eu

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Route Learning Evaluation

  • 1. RECALL Project 2009-504970-LLP-1-2009-1-UK-KA3-KA3MP Evaluation of route learning software on Android for people with disabilities – Jacqui Lewis, Camelia Popescu, Penny Standen and Maria Saridaki The project is partially funded under Key Activity 3: Informational and Communication Technologies (ICT) Lifelong learning programme of the European Commission The content of this project does not necessarily reflect the position of the Commission, nor does it involve any responsibility on its part
  • 2. Project Partners: Nottingham Trent University – UK Greenhat Interactive Ltd – UK BID Services - UK Marie Curie Association – Bulgaria University of Athens – Greece CPPC – Romania
  • 3. Rationale Evidence presented by the Disability Rights Commission (DRC) indicates that people with disabilities experience considerable disadvantage in terms of transport and travel. For example: • People with disabilities are unable to use 70 per cent of buses and 40 per cent of the rail network. • 60 per cent of people with disabilities have no car in the household, compared with 27 per cent of the general population. • Almost half (49%) of people with disabilities are totally reliant on public transport. • Over half (56%) of people with disabilities said that they would like to go out more. • People with disabilities are twice as likely to turn down a job due to travel difficulties. • More than half (52%) of people with disabilities expressed some difficulties in getting to all essential services such as GPs and hospitals. • The research phase of our project showed that travel skills and confidence to learn new routes are core skills for leading independent lives; showing users their exact location relative to where they need to get to can help people who struggle with spatial skills.
  • 4. Project Aims • To counteract exclusion that occurs when people with learning disabilities leave statutory services, exacerbated by the anxiety of carers about their vulnerability in the community. • To overcome physical and psychological barriers to independent travel and community inclusion. • To reengage people into active citizenship • To increase access to community activities by developing independent travel skills
  • 5. Objectives • The project utilizes location based services in assistive technologies to allow people with learning disabilities and sensory impairments to develop lifelong learning skills of: route planning, memory, concentration, stress management, time-management & understanding targets and deadlines. • Three modes of RECALL allow our target audience to plan and use routes to reconnect with community opportunities; and to play to reinforce the connection between maps and the real world.
  • 6. Description of Application • Provides a tool for developing and supporting routes that involves and enables the route learner • Allows carers and trainers to have additional confidence • Uses mainstream and contemporary location aware technology • Provides other travel training elements such as reminding the user when to leave • Provides geographically based prompts • Allows specific safety based prompt e.g. at road junctions • Provides a means to contact a carer in the event of an emergency • Not a replacement for travel training, but another tool trainers can use to engage and keep users on task
  • 7. Route Mate vs Satnav approach Route Mate attempts to Traditional route use technology to guidance (location based) enhance route learning turn by turn instruction – Route creation is part – Route generation is of the process automatic – User defines their own – Instructions presented waypoints to the user – Supports cognitive – Suppresses cognitive map formation map formation
  • 8. Route Mate - Console Using a basic desktop/laptop and internet connection, the user, parent or carer can: • Load the routes from a device • Preview and edit routes • Duplicate routes • Save/load routes to/from PC • Save new and modified routes to the phone • Delete routes from the phone.
  • 11. Plan Mode •Plan mode gives the user the option to create a new route, or load and modify an existing route with the help of a parent, carer or trainer. They can enter the start point using selection on a map and can also enter the start time of their journey, set daily alarms and end address of their new route. •An emergency contact can be specified and points of interest can also be set between the start and end points using the phone’s camera to break the journey up into a number of smaller routes connected by key landmarks and more effectively scaffold its learning.
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  • 13. Route Mate ‘Use’ Mode •The user can rehearse the route a number of times accompanied by a trainer or teacher before independent travel. The Use Mode allows the user to travel more independently and rely less on the application and more on their own skills. •To facilitate independent movement, the screen turns off while travelling between points of interest in the Use Mode. •This is important because over reliance might be dangerous for example looking down at the screen whilst crossing a road unaccompanied.
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  • 16. Challenge Mode - Gamification To teach/reinforce the concept of maps and route learning, a games approach has been adopted that: • Allows students to insert different icons to waypoints in planning mode (e.g., treasure) • The student is then challenged to find this treasure in the real world, using game play around treasure hunts, or pirates, for example. • Promotes the connection between the map and the real world
  • 17. Project Evaluation Completed Ongoing/Future: • Issues Tracking for • Scientific Review functionality • Iterative Testing for • Internal and external product usability and impact measurement accessibility against key • Piloting performance indicators • Soft outcomes measurement
  • 18. Scientific Review – Role The external evaluator will: 1. ensure that we are able to demonstrate the scientific quality of our work so that others can trust our outputs by being able to provide enough evaluation detail to reassure them that our conclusions are sound and to enable them to judge whether our products would be suitable for their client group 2. monitor our use of accepted inclusive design standards and also the use of the issues tracker for bug fixing 3. produce a state of the art review of other developments to test for product innovation
  • 19. Qualitative Evaluation –internal and external Further qualitative evaluation will take two approaches to outcome measurement, both of which will measure the delivery of the project against a number of key performance indicators for measurement of sustainability and social impact of the project and its results. •the first of these will be conducted internally with project partners •the second externally with project stakeholders.
  • 20. Usability Testing methodology Between month 9 and month 30 of the project, iterative testing was conducted by all partners using different tools for experts and final users. Tools: • Instructions for deploying testing • List of tasks that users should attempt with Route Mate • Observations sheet to record any usability issues • Template to collect data Throughout this period of testing an issues tracker was used by all partners and experts to record any problems with functionality of the device. This allowed the programmer to bug fix as we went along to keep the process flowing, so that the device would be ready for piloting
  • 21. Testing Tasks • Testing with final users was conducted in teams including one assistant (to assist users and to ensure their safety) and one evaluator (to observe and record the data). Spontaneous feedback from the participants and their facilitators was recorded. The participants were given training in the use of the phone and were shown how to navigate the application. • Relatively quiet and short roads were chosen. A shorter route allowed more time to be spent gathering feedback. The length of routes chosen for testing varied between 200-1600 m and the time spent on the road varied between 10 – 30 minutes. • At least two testing sessions were carried out with every user and between 5 to 10 users tested the application in each country, following the same set routine of tasks.
  • 22. Usability Testing Results Analysis of Tasks The main characteristics of Route Mate tested were: • Open/ close the application • Use the virtual keyboard • Use the map (using arrows, using zoom buttons) • Set points • Take pictures • Use panic button • Take a route A 4 level scale for registering answers was used: Level 1= could not complete even with help Level 2 = requiring considerable physical or verbal help to complete Level 3 = requiring a little physical or verbal help (eg prompts) but could otherwise complete the task unaided Level 4 = completed with no help The amount of time spent looking at the device (percent of total time of walking) was: • 22 cases between 70% -90% • 6 cases between 20%-50%.
  • 23. Testing Results • Analyzing the main characteristics of Route Mate we found out that for the users the application was in most of the cases easy and engaging to test and only in a few cases were no answers registered because of a functionality error. • Open/close the application was completed mostly with no help - 20 responses • Use the virtual keyboard was completed mostly requiring a little physical or verbal help -18 responses • Using the map (using arrows, using zoom buttons) was completed mostly requiring a little physical or verbal help - 17 responses • Set points was completed mostly requiring a little physical or verbal help - 20 responses • Take pictures was completed with requiring a little physical or verbal help - 16 responses • Use panic button was completed mostly requiring a little physical or verbal help - 21 responses. (4 non answers were recorded because of errors) • Take a route was completed requiring a little physical or verbal help - 13 responses. (8 non answers were recorded because of errors)
  • 24. Main areas of physical difficulty Taking pictures was one of the characteristic where the answers varied the most depending on which version of Route Mate was tested. This required considerable physical or verbal help to complete in some cases – 7 responses. Using the virtual keyboard and using the map (using arrows, using zoom buttons) required sometimes considerable physical or verbal help to complete depending of the disability of the users: • Using the virtual keyboard –required considerable physical or verbal help to complete - 6 responses • Using the map (using arrows, using zoom buttons) required considerable physical or verbal help to complete - 8 responses
  • 25. Users’ Typical Reactions Some examples of reactions and behaviours of users: • Users weren’t always sure of menu layout and where to find the Route Mate icon. • Users were unsure how to locate the ‘close keyboard’ icon to be able to progress to the next screen. • When moving around the map screen in Plan mode, accidental clicking meant the option to add a point kept coming up, which caused confusion with users • Some users found it difficult to know where they were on the map while taking a route and, therefore, how to proceed. • Difficulties with using the keyboard due to fine motor limitations. This cannot be rectified within the project – it is a hardware issue.
  • 26. Functionality • An online issues tracker (Red Mine) was used to allow the software engineer to be constantly updated on functionality problems encountered during iterative testing. • These issues were then prioritised and bugs fixed accordingly. • Testers were then informed as each issue was dealt with and signed off.
  • 28. Issues – Bug report
  • 29. Functionality – Main Issues reported Main issues have been: - Crashes / freezes - usually a coding mistake. Crash reporting tool (ACRA) integrated into the app to allow analysis of the events leading up to the crash - Photos not being recorded - only occurred on some devices, not others. Image capture code was rewritten. - Off route warning not consistently working - code corrected. Quite a few issues were determined to be device specific, so it was decided to pilot with a consistent configuration. Galaxy Nexus devices were used as they have an up to date version of android, and don't have any manufacturer (e.g. Sense UI (HTC) or TouchWiz (Samsung)) or carrier (e.g. hard coded home page, Telco apps) additions to the operating system.
  • 30. Piloting Tasks SCENARIO Outline Scenario • 3-5 Sessions • 5-10 end users Piloting Scenario 1st Session: Training and first use of Route Mate • Training by the researchers - max 15 mins • Soft Outcomes Star™ used by End Users (physical disabilities) or caretakers (learning disabilities) - max 15 mins • Piloting Process - Participant observation • Familiarize with the software • Create first route on console - by facilitator/end user • Use first route - by facilitator/end user/researcher • End of route, return to the premises - by facilitator/end user/researcher • Debriefing Process - max 15 mins
  • 31. Piloting Tasks contd 2nd Session: Semi-Autonomous use • Piloting Process - Participant observation • Use existing route - by facilitator/end user/researcher • End of route, return to the premises - by facilitator/end user/researcher • Debriefing Process - max 15 mins End Session - Semi-Autonomous (if possible) • Piloting Process - Participant observation • Use existing route - by end facilitator/end user/researcher • End of route, return to the premises - by facilitator/end user/researcher • Soft Outcomes Star™ used by End Users (physical disabilities) or carers (learning disabilities) - max 20 mins • Observational checklist - Likert Scale - max 20 mins
  • 32. Observational checklist - Likert Scale • Documents feedback - open questions • Closed type questionnaire with interval scales • Invites open comments from both end users and facilitators
  • 33. SOFT OUTCOMES STAR ™ tool The soft outcomes star™ is a tool to measure and record the difference a service/training has made to clients by showing progress made in qualitative areas of life across a period of time such as from the beginning to end of a course delivered. The tool is used with clients in a non-threatening way to help diagnose where they might need more support as well as what they have achieved. It can also be used as evidence of value of a project or course and to demonstrate a return on their investment to project funding agencies in areas that are hard to quantify.
  • 34. Piloting Results – Likert Scale •Carers and users were very positive about Route Mate. •General attitude towards Route Mate was positive even in cases of technical issues •Users are willing to use Route Mate when the app has been finalised •Most of them credited Route Mate with an increase in confidence and in helping relatives and families to be reassured that users are safe when travelling independently using the app. The panic button was one of the most important features for the family
  • 35. Piloting Results – Likert Scale •There were insignificant differences in the way caretakers (carers, teachers, trainers, support workers) answered the questionnaire. •The only demographic characteristic that was found to be important is experience in technology. •Experienced caretakers found Route Mate to be usable and easily accessible and had more positive attitude towards it. •Users that had previous experience with technology scored better •All categories of users showed significant improvement in the second measurement •Older users performed worse in the first measurement but improved more than the other categories in the final measurement •Impact was the same across disability categories
  • 36. Piloting Results - Star Tool and Observation • Users with intellectual disabilities show no qualitative differentiation in contrast with individuals with other kinds of impairments/disabilities, providing us with an important indication that Route Mate can be an equally useful learning and assistive tool for users with different disabilities
  • 37. Piloting Results – Star Tool Star Tool: All categories increase significantly in the second measurement
  • 38. Piloting Results •During the piloting sessions and as the technical problems started to slowly resolve: –Stress levels decreased –Users’ confidence increased –Users felt encouraged and motivated to use Route Mate. •As expected, previous experience with mobile technology had an effect on users’ self confidence and therefore their ease with Route Mate. •Games and game based learning elements reduce the steepness of the learning curve and increase satisfaction and motivation
  • 39. Piloting Results Reasons that increased the levels of stress: •Technological problems •Disbelief about technology’s reliability in general •Feelings of frustration about not being able to access the right technology (smartphone) because of prohibitive costs and accessibility •Risk (fear of being victimized when holding an expensive mobile) According to Soft Outcomes Star™ findings, these stress levels can be reduced through repeated use of Route Mate.
  • 40. Piloting Methodology Results - Impact End users could clearly see the immediate impact that Route Mate could have on their lives: • “Route Mate will be really helpful next year when I go to college” • “Will let my mother know that I can get there safely”, End users could see the potential that Route Mate could have on expanding and improving their daily lives: • “I can see my friends more often” • “I can learn new and unfamiliar routes”
  • 41. Piloting Methodology Results - Motivation • Motivation to use Route Mate was also increased) by the “Where to go Next?” screen and the photo gallery, which according to most of the users made the route more interesting and enjoyable • Motivation from using Route Mate: two cases where the use of Route Mate prompted them to improve themselves or at least triggered the desire to improve themselves. One student with learning disabilities who was unable to read or write. After the first session with RM she expressed to her parents the desire to learn how to read. In a second case, after a RM session, the end user started to search on the internet for similar programs and assistive technologies.
  • 42. Piloting Methodology Results Bugs and optimization: •The intermediate stops have to be actual places, things that the end users can recall instantly and not commands or actions. •The pop up info about the next stop has to appear before the users reach a street, otherwise they tend to freeze in the middle of a street raising important safety issues. •For some students with sensory impairment or fine motor control issues, the keys were too small •Individuals in wheelchairs could not use Route Mate while moving. They had to stop, use the application and then continue their journey
  • 43. Piloting Methodology Results Proposals for further improvement: • To add a voice command or to be able to activate audio commands • To add haptic feedback as an alternative for people with visual impairments • To enhance the more game-like aspects of the app.
  • 44. Thank you for listening! RECALL team http://recall-project.eu