Publication
Improving Accessibility with Gamification Strategies: Development of a Prototype App
| dc.contributor.author | Araújo, Tiago | |
| dc.contributor.author | Campos, Maria Joana | |
| dc.contributor.author | Ferreira, Marta | |
| dc.contributor.author | Fernandes, Carla Sílvia | |
| dc.date.accessioned | 2025-02-18T10:58:36Z | |
| dc.date.available | 2025-02-18T10:58:36Z | |
| dc.date.issued | 2024 | |
| dc.description.abstract | Objective: 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.version | info:eu-repo/semantics/publishedVersion | pt_PT |
| dc.identifier.citation | Araújo, 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.doi | 10.5220/0012702700003699 | pt_PT |
| dc.identifier.uri | http://hdl.handle.net/10400.26/54439 | |
| dc.language.iso | eng | pt_PT |
| dc.peerreviewed | yes | pt_PT |
| dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | pt_PT |
| dc.subject | Gamification | pt_PT |
| dc.subject | Wheelchair Users | pt_PT |
| dc.subject | Accessibility Barriers | pt_PT |
| dc.subject | Public Spaces | pt_PT |
| dc.subject | Accessibility Strategies | pt_PT |
| dc.title | Improving Accessibility with Gamification Strategies: Development of a Prototype App | pt_PT |
| dc.type | journal article | |
| dspace.entity.type | Publication | |
| oaire.citation.endPage | 242 | pt_PT |
| oaire.citation.startPage | 237 | pt_PT |
| oaire.citation.title | 10th International Conference on Information and Communication Technologies for Ageing Well and e-Health, ICT4AWE 2024 - Proceedings | pt_PT |
| person.familyName | Campos | |
| person.familyName | Fernandes | |
| person.givenName | Maria Joana | |
| person.givenName | Carla Sílvia | |
| person.identifier | 2693691 | |
| person.identifier.ciencia-id | FA11-0833-C72E | |
| person.identifier.ciencia-id | 071C-71BB-0CAB | |
| person.identifier.orcid | 0000-0001-8894-3633 | |
| person.identifier.orcid | 0000-0001-7251-5829 | |
| person.identifier.scopus-author-id | 36695906100 | |
| person.identifier.scopus-author-id | 56656532000 | |
| rcaap.rights | openAccess | pt_PT |
| rcaap.type | article | pt_PT |
| relation.isAuthorOfPublication | 673aef5f-26eb-4cb7-b5bd-f01efbcbdbc3 | |
| relation.isAuthorOfPublication | 1a01c19d-4551-4d80-bf12-69e5eb737bac | |
| relation.isAuthorOfPublication.latestForDiscovery | 673aef5f-26eb-4cb7-b5bd-f01efbcbdbc3 |
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