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Improving Accessibility with Gamification Strategies: Development of a Prototype App

dc.contributor.authorAraújo, Tiago
dc.contributor.authorCampos, Maria Joana
dc.contributor.authorFerreira, Marta
dc.contributor.authorFernandes, Carla Sílvia
dc.date.accessioned2025-02-18T10:58:36Z
dc.date.available2025-02-18T10:58:36Z
dc.date.issued2024
dc.description.abstractObjective: The study aimed to demonstrate the development of a mobile app prototype, BarrierBeGone, a system that identifies potential barriers for individuals with mobility disabilities and promotes accessibility using gamification strategies. The main goal is to raise awareness about mobility and accessibility difficulties, especially for wheelchair users, and to promote more responsible behaviours. Method: The User-Centred Design methodology was employed, going through three phases: requirements gathering, design and development, and evaluation. Additionally, interviews with five individuals with mobility disabilities helped define the initial system requirements. The development of the barrier identification system was followed by usability tests with nine representative users. Results: The results of the usability tests of the "BarrierBeGone" barrier identification system were extremely positive. Stakeholders recognized the utility and simplicity of the platform, considering it a motivating factor for future use. Conclusion: The results support the effectiveness of the proposed educational tool in increasing awareness about accessibility and social inclusion in smart cities. This study makes a significant contribution to the field of urban planning and inclusive design.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationAraújo, T. A., Campos, J., Ferreira, M. C., & Fernandes, C. S. (2024). Improving Accessibility with Gamification Strategies: Development of a Prototype App. 10th International Conference on Information and Communication Technologies for Ageing Well and e-Health, ICT4AWE 2024,pt_PT
dc.identifier.doi10.5220/0012702700003699pt_PT
dc.identifier.urihttp://hdl.handle.net/10400.26/54439
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/pt_PT
dc.subjectGamificationpt_PT
dc.subjectWheelchair Userspt_PT
dc.subjectAccessibility Barrierspt_PT
dc.subjectPublic Spacespt_PT
dc.subjectAccessibility Strategiespt_PT
dc.titleImproving Accessibility with Gamification Strategies: Development of a Prototype Apppt_PT
dc.typejournal article
dspace.entity.typePublication
oaire.citation.endPage242pt_PT
oaire.citation.startPage237pt_PT
oaire.citation.title10th International Conference on Information and Communication Technologies for Ageing Well and e-Health, ICT4AWE 2024 - Proceedingspt_PT
person.familyNameCampos
person.familyNameFernandes
person.givenNameMaria Joana
person.givenNameCarla Sílvia
person.identifier2693691
person.identifier.ciencia-idFA11-0833-C72E
person.identifier.ciencia-id071C-71BB-0CAB
person.identifier.orcid0000-0001-8894-3633
person.identifier.orcid0000-0001-7251-5829
person.identifier.scopus-author-id36695906100
person.identifier.scopus-author-id56656532000
rcaap.rightsopenAccesspt_PT
rcaap.typearticlept_PT
relation.isAuthorOfPublication673aef5f-26eb-4cb7-b5bd-f01efbcbdbc3
relation.isAuthorOfPublication1a01c19d-4551-4d80-bf12-69e5eb737bac
relation.isAuthorOfPublication.latestForDiscovery673aef5f-26eb-4cb7-b5bd-f01efbcbdbc3

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