In the current health crisis due to COVID-19, people with intellectual disabilities have especially suffered. The development of their social abilities has been restricted, first with the lockdown and then with the current limitation of social life. They have lost some of these abilities or are having difficulty practicing them. CapacitaBOT, our use case, is a mobile application based on a chatbot, which allows people with intellectual disabilities to work and train their social skills. A chatbot is a software tool that allows to maintain a conversation in automatic way between the user and the machine, the mobile application. CapacitaBOT can be considered by its features, an educational ICT tool that introduces innovation, inclusion and quality in order to be integrated into education for people with intellectual disabilities. The tool trains these people for real-life situations and can also be considered a resource that allows the application of active methodologies since it makes easy the learning of social skills. In addition, all the contributions of the tool are aligned with the objectives of sustainable development because it is a tool that facilities the accessibility of people with disabilities, who more than ever have been affected by social isolation caused by the COVID-19 crisis.
Purpose: – This paper aims to analyse user interfaces for search and collection visualisation and navigation from a usability perspective. The final aim is to offer repository owners a scientific basis to support their decisions when they have to choose an interface that can really help users to effectively locate and visualise resources over large digital collections.Design/methodology/approach: – This HCI study is divided into two parts: perception and usability. The first one analysed three perceptual abilities required to use interfaces: attention, retention of information and understanding. The second one was run on an ad hoc generated collection including more than 40,000 European digital resources collected and classified according to a given branch of knowledge in theArt & Architecture Thesaurus.Findings: – Although visual interfaces proved useful for certain tasks related to resource discovery and search, and despite the overall good general user opinion, the authors found it necessary to conduct another thorough study to know more about the target users and the amplitude of the collection, as well as to determine the ideal type of interface to implement. All these factors are important for increasing user acceptance and avoiding unnecessary implementation costs.Research limitations/implications: – This research was run on a relatively small sample size of users from Spain and Latin America, which may not be representative of the general population. In similar studies previous knowledge about usability has been reported to introduce bias in the results, so the authors tried to avoid this when selecting the participants.Originality/value: – There are no previous usability studies for the development and implementation of interfaces in digital learning or cultural repositories. The authors' experience highlights the importance of addressing usability aspects a priori, to prevent users from ceasing to use visual interfaces over time, because they do not perceive any benefit from using them.
The ability to know the precise level of occupancy in an indoor or outdoor space in real time could have multiple applications. It is a well-known problem for which a number of technologies have been proposed over time. The recent emergence of BLE beacon technology has provided a solution to the problem. This study presents a tool that uses beacons and user smartphones to determine the level of occupancy in indoor and outdoor spaces, providing real-time information that can be published as open data and subsequently used by other applications. The tool was tested in a university environment in real-life situations and has produced promising results in obtaining an occupancy count.
Purpose: The purpose of this paper is to assess whether Europeana can be really seen as the new “Library of Alexandria” for digital resources from the perspective of teachers, academics and researchers that might want to retrieve and reuse those resources for learning purposes. Design/methodology/approach: The authors define a systematic method for studying Europeana digital resources and their potential for reuse in e-learning environments. To achieve this, the authors explore the coverage of digital resources when searching information about a specific area. The paper studies the relevance of the results (thematic coverage) provided by queries targeting the resources’ metadata elements defined by the EDM Europeana model. All the data collected for this study from Europeana digital resources are the result of four explorations since 2012-2016. Findings: The autors found that Europeana as a digital library has good levels of coverage of digital resources for those terms in the AAT thesaurus explored (terms from the “Styles and Periods” subset). This subset was selected as an example of faceted search given that it is a common search topic in the academic environment. However, it is important to remark the use of common vocabulary words provided by participants in order to obtain relevant results of search based on specific knowledge areas defined by AAT terms. Research limitations/implications: This research used a relatively small sample size of resources which may not be representative of the general size of Europeana digital resources. However, the results are illustrative as they are based on a specific knowledge area of AAT (118 terms) which contains very common topics used in high school courses by students and teachers in the field of art and cultural heritage. The study also aspires to provide a systematic method for conducting future studies in other knowledge areas. Originality/value: The coverage study aims to analyze if Europeana is a digital library that teachers could use for the development of learning objects in specific knowledge areas, through the reuse of free/open access digital resources.