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2022 International Conference on Electrical, Computer, Communications and Mechatronics Engineering, ICECCME 2022 ; 2022.
Article in English | Scopus | ID: covidwho-2213262

ABSTRACT

There is the application prototype 3.0 developed for automatized digital material formatting. It is developed to solve the global problem as digital screen users complain and symptoms due to the huge digital near workload. That significantly increased during the Covid-19 pandemic when all everyday tasks moved to a digital environment, including work tasks and education for all age groups. It can bring severe vision impairments and even blindness in the long term as humans' visual system is not adapted well enough to the digital environment and long-term work via screens by using inappropriate text typographic parameters for digital reading purposes. The latest existing Microsoft technologies for development have been used to reach broader digital document types. As well as, there is the use of the Realm database in the app prototype more straightforward for future modification. © 2022 IEEE.

2.
24th International Conference on Human-Computer Interaction, HCII 2022 ; 13518 LNCS:441-460, 2022.
Article in English | Scopus | ID: covidwho-2173820

ABSTRACT

This paper presents a user-centered approach to translating techniques and insights from AI explainability research to developing effective explanations of complex issues in other fields, on the example of COVID-19. We show how the problem of AI explainability and the explainability problem in the COVID-19 pandemic are related: as two specific instances of a more general explainability problem, occurring when people face in-transparent, complex systems and processes whose functioning is not readily observable and understandable to them ("black boxes”). Accordingly, we discuss how we applied an interdisciplinary, user-centered approach based on Design Thinking to develop a prototype of a user-centered explanation for a complex issue regarding people's perception of COVID-19 vaccine development. The developed prototype demonstrates how AI explainability techniques can be adapted and integrated with methods from communication science, visualization and HCI to be applied to this context. We also discuss results from a first evaluation in a user study with 88 participants and outline future work. The results indicate that it is possible to effectively apply methods and insights from explainable AI to explainability problems in other fields and support the suitability of our conceptual framework to inform that. In addition, we show how the lessons learned in the process provide new insights for informing further work on user-centered approaches to explainable AI itself. © 2022, The Author(s).

3.
JMIR Serious Games ; 10(1): e33955, 2022 Mar 29.
Article in English | MEDLINE | ID: covidwho-1775578

ABSTRACT

BACKGROUND: The complications of type 1 diabetes (T1D) can be delayed or prevented in children with T1D who receive proper self-management education. Smartphone-based serious games are increasingly being used as an effective tool for teaching self-management. When developing a serious game, it is important that the development process be user-centered. Traditionally, different face-to-face methods have been used when children participate in the development process. However, face-to-face data collection is not always feasible. In such situations, distance communication can be used when developing a serious game. OBJECTIVE: The objective of this study is to develop a user-centered smartphone-based serious game that teaches self-management focused on carbohydrate intake in children aged 8-14 years with T1D using distance communication in both the development and evaluation of the game. METHODS: The development and evaluation of a smartphone-based serious game prototype was inspired by the Lean principles, and a user-centered approach was applied. The development process included 1 expert interview and design workshops with children with T1D. On the basis of the interview and design workshop results, a serious game prototype was developed using Microsoft PowerPoint. The evaluation of the serious game prototype included an interview with a dietitian and a playtest with children with T1D. All data were collected using distance communication. RESULTS: A user-centered smartphone-based serious game prototype was developed and evaluated. The expert interview with the dietitian formed the basis for the learning outcomes in the game. Four children and their parents contributed to the preferences, needs, requirements, and ideas for selected parts of the game design. The dietitian evaluated the prototype positively and validated its content and accuracy. The serious game prototype was well-received by the children and their parents during the playtest. The serious game prototype was perceived as a useful and engaging way to learn. However, the difficulty level was not appropriate, and the information was too basic for participants who had been diagnosed over a year ago. The use of digital communication platforms did not cause any problems. CONCLUSIONS: The smartphone-based serious game prototype has the potential to be a useful and attractive tool for teaching disease self-management. The use of distance communication proved to be a useful approach in the development of a serious game.

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