Abstract
BACKGROUND:
Today, various emerging assistive applications (apps) running on smartphones have been introduced such as Seeing AI, TapTapSee, and BeMyEyes apps. The assistive apps are designed to assist people with visual impairment in navigating unfamiliar environments, reading text, identifying objects and persons. Yet, little is known about how those with visual impairment perceive the assistive apps.
OBJECTIVE:
This study aims to advance knowledge of user experience with those assistive apps.
METHODS:
To address the knowledge gap, this study conducted phone interviews with a convenience sample of 30 individuals with visual impairment.
RESULTS:
The results indicated that those with visual impairment showed a range of preferences, needs, and concerns about user interfaces and interactions with the assistive apps.
DISCUSSIONS:
Given their needs and concerns, this study offered a set of facilitators to promote user adoption of the assistive apps, which should be valuable guidance to user interface/interaction designers in the field.
Introduction
Mainstream and assistive technologies for people with visual impairment
People with visual impairment use a wide range of technologies for communication, entertainment, socialization, office work, and so on with supports of assistive technologies [1]. Abraham et al. [2] administered a survey with people with visual impairment (
Individual differences in user experience
Individual differences were found in user experience with smartphones among people with visual impairment. Buzzi et al. [4] observed that a group of users with visual impairment preferred rounded gestures while another group of those with visual impairment preferred steep-angle shapes and right-angled gestures. Individual differences were also found with regard to the number of strokes per gesture, i.e., a single stroke versus two strokes. In a study by Arditi et al. [5], a group of users with visual impairment preferred a touch-based communication channel to obtain information while others preferred a speech/sound-based communication channel. Kim et al. [6] also found that 75% of participants with visual impairment assigned higher ratings on the combination of inbound and outbound call systems to verbally interact with voice technology but also more appreciated structured navigation menus systems over unstructured ones. In previous studies, they all share the same disability category, i.e., visual impairment; however, it does not necessary mean that they share identical needs for user interface and interaction designs.
Lack of understanding of user experience with camera-based assistive apps
The frequently used camera-based assistive apps include Seeing AI, TapTapSee, and BeMyEyes [7, 8]. The BeMyEyes app is a video call connecting users with visual impairment to sighted volunteers online. Once connected with sighted volunteers, users with visual impairment share their view via a built-in video camera and then the volunteers inform users of what users are trying to read, recognize, and see in real time. The Seeing AI and TapTapSee apps rely on computational algorithms that help to identify texts, objects, and people in real time. When a user scans or takes a picture of, for example a can of food, the app reads out loud the label printed on the can [9]. The TapTapSee app uses a matching system in which a picture/video is sent to the image database (CloudSight API) and the picture/video is then matched to another in the database to identify what the user is trying to read. Assistive apps such as the TapTapSee app are, however, unable to identify one that does not exist in its database [10]. Dockery et al. [7] conducted a small-sized phone survey with 11 users with visual disabilities to explore how users perceived of using mobile apps specially designed for people with visual disabilities. The survey respondents appreciated such app features as navigation, person-to-person interaction, reading texts, portability, and affordable price. Granquist et al. [11] conducted a small study with 7 individuals with visual impairment to compare the performance between the Seeing AI app and the Orcam MyEye (a device converting texts to speech via a small camera attached to eyeglasses). Both assistive technologies provided approximately 95% accuracy for text recognition; users could successfully complete 71% and 55% of tasks using the Orcam MyEye and the Seeing AI respectively; and there was no significant difference in time needed to complete tasks between the two systems’ users. Yet, there are still a handful of studies on the camera-based assistive apps for people with visual impairment and furthermore little is known about indepth understanding of user experiences (needs and concerns) through a combination of qualitative and quantitative user data [9, 12, 13].
To address the knowledge gap, this study employed a user experience interview and a quantitative user experience questionnaire. This study focused on exploring the degree to which users have positive attitudes toward the assistive apps; are willing to try and experiment; perceive the apps as useful resources and easy to use; and intend to adopt the apps. In addition, this study assessed the effects of various sociodemographic backgrounds on user experience and perception toward the assistive apps. Based on the research findings, this study was to introduce facilitators to the assistive app adoption.
Methods
Participants
As shown in Table 1, this study was accomplished with a convenience sample of 30 individuals with visual impairment. The inclusion criteria include English speaking, 18 years old or older, visual impairment (i.e., visual acuity equal to or lower than 20/70 [14]), and user experience with at least one of the following assistive apps – Seeing AI, BeMyEyes, and TapTapSee apps, but also people without experience are included to gain insight into user expectations. Thus, this study can comprehensively explore both user expectations and real experiences. All participants were already aware of the three apps and had used them all once but used a particular app among the three apps on a daily basis. Table 1 shows how many participants use a particular app when it comes to daily usage.
Characteristics of the participants
Characteristics of the participants
Mean differences in intention to adopt the assistive apps
A set of inquiries to assess user experience with the apps were adopted from the work by Gao et al. [15]. The inquiries were related to five themes: Perceived Usefulness (PU), Perceived Ease of Use (EOU), Personal Initiatives and Characteristics (PIC), Context (CT), and Intention to Use (IU). The inquiries include, for example, “Using the system would increase the efficiency of my daily work”, “I would find the user interface of the system clear and intuitive”, “I have fun using the system”, “I could use the system if I am being out of home or the office”, and “I intend to use it.”
Procedures
Participants were invited to the interviews by phone. An interviewer did read out loud each inquiry to participants. Participants should respond to each inquiry on a seven-point Likert type scale from strongly disagree (1) to strongly agree (7), which was followed by open-ended questions to learn more about their responses and personal experiences with the apps. It lasted no longer than 60 minutes for each participant. This study was approved by the Institutional Review Board. This study was conducted amid the COVID-19 pandemic such that the IRB recommended meeting with participants over the phone.
Results
Questionnaire
Positive attitudes toward the assistive apps
The two groups of participants (experiencedusers and prospectiveusers) completed the technology adoption questionnaire. Cronbach’s alpha was found to be 0.84 for the experiencedusers’ responses while 0.89 for the prospectiveusers’ responses. As shown in Table 2, Mann-Whitney tests compared the mean scores of responses for each construct of the questionnaire, i.e., PU, EOU, PIC, and CT between the experiencedusers and the prospectiveusers. No significance was detected. Their scores on average were close to the maximum score on a scale from 1 to 7. The results suggest that prospectiveusers with visual impairment have a high level of expectation for the assistive apps, and experiencedusers with visual impairment also have a high level of satisfaction based on their actual experience. Regardless of experience with the assistive apps, people with visual impairment had positive attitudes toward the assistive apps and were willing to adopt them.
Relationship between intention to use and other constructs
This study used Spearman’s correlation coefficients to evaluate the relationship between the construct of “intention to use IU” and each construct of “PU, EOU, PIC, and CT.” Among the prospective users, there was no significant relationship of adoption intention with the other constructs. Among the experiencedusers, there was a significant relationship of adoption intention with the construct PIC,
Effects of sociodemographic backgrounds
This study also conducted Mann-Whitney U tests to investigate individual differences in mean scores of participants’ responses by referring to the participants’ sociodemographic backgrounds. Younger experiencedusers responded with higher scores (6.07
Content analysis
Participants shared their preferences, experiences, and recommendations for the assistive apps via qualitative interviews. The content analysis of their comments resulted in five themes with several subthemes. The content analysis results are fully described in Table 3. Another coder helped to assess the interrater reliability using Cohen’s kappa statistic, which resulted in substantial agreement among the coders as the interrater reliability was found to be
Content analysis results leading to a set of facilitators to technology adoption among assistive app users with visual impairment
Content analysis results leading to a set of facilitators to technology adoption among assistive app users with visual impairment
Participants appraised the assistive apps in terms of how much the quality of the apps was better than that of existing technologies (Theme 1. Advance). All features provided by the assistive apps must be accessible (Theme 1.1) and user-friendly (Theme 1.2) to users. Yet, some participants living in rural area suffered from limited access to the Internet; therefore, even though all features of the apps maintain good accessibility, they would end up with no access to the services from the apps. The apps may, alternatively, be designed to be still operable without the Internet (e.g., option for an offline mode).
Compatibility
They would like to be ensured that the assistive apps were compatible (Theme 2. Compatibility) with their attitude toward technologies(Theme 2.1); with their behavior of interacting with technologies (Theme 2.2); and with other technologies that they had been using (Theme 2.3). For instance, some participants felt more comfortable with obtaining help from humans over the apps, such that human-centered designs could be employed to make users feel comfortable while interacting with the apps. Some participants tended to avoid relying on the apps to identify objects or navigate the environment as their life is simple and they would rather rely on their memory. Thus, the apps could be designed to handle a variety of daily living activities (ranging from simple to complicated and complex daily tasks) to accommodate different needs of everyone. Participants also mentioned that computer literacy was one of critical factors leading to successful user adoption. User training programs would, then, be helpful to enhance the computer literacy of users with visual impairment
Complexity
Participants did not appreciate any technologies equipped with complex user interfaces (Theme 3 Complexity). They tried to teach themselves using a user manual, but they could not fully understand the instructions or often ended up with understanding and using only a few features. They empathized the need of a training program, suitable and accessible to people with visual impairment (Theme 3.1). Yet, there were groups of participants expressing different learning styles (Theme 3.2). They would like to learn the assistive apps in a preferred way, i.e., learning “individually” versus “in a group.”
Observability
Participants tended to be influenced by themselves or other people when it comes to technology adoption (Theme 4 Observability). Part of participants appreciated it that organizations who provide services to people with disabilities often introduced and encouraged them to use new assistive technologies (Theme 4.1). Several other participants would like to independently decide to adopt (or decline) a new technology, solely based on their appraisal (Theme 4.2). When they found the assistive apps useful and beneficial to people with visual impairment, they also recommended the apps to their peers with visual impairment (Theme 4.3). Some participants intended to start using the assistive apps after many others had already started using them (i.e., late adopters) (Theme 4.4). Technology champions are considered as members of a community or an organization who are well informed of a new technology (i.e., early adopters). Such technology champions among people with visual impairment may be able to contribute to introducing the apps but also teaching their peers as to how to use the apps, i.e., promotion of user adoption.
Trialability
Participants also emphasized trialability in which they could have an opportunity to try a new technology before making a decision to permanently adopt it (Theme 5 Trialability) For example, they would like to obtain technologies free of charge (Theme 5.1) and easily install them onto their existing devices (e.g., smart phones and smart tablets) (Theme 5.2). They have informed that many of people with visual impairment are on a fixed income, such that easy access to technology means “affordable” technology in addition to accessible user interfaces of technology. Free or trial versions would contribute to promoting user adoption. Participants also mentioned that they have been using other smart technologies, and they wanted to be ensured that any new technologies should be compatible with their existing technologies.
Discussion
This study found no significantly different level of overall intention to adopt the apps between experienced-users and prospective-users. They all had a good favor toward assistive apps that are designed to help people with visual impairment. Such good perception was also observed in the literature. Asghar et al. [16] administered a survey with a total of 991 adults from the United Kingdom and Pakistan, including both “experienced” users of assistive technology and “non-experienced” users to examine their perception on assistive technology. They found no significant difference in perceived usability between the two groups. Expected-values and experienced-values were both highly rated toward assistive technologies that are aimed to help people with visual impairment.
Participants also shared insights into better assistive technology designs for people with visual impairment. Based on the content analysis, this study delivered a set of facilitators to user adoption of the assistive apps (see Table 3). Some of facilitators were also reported by previous studies. For example, Deibel [17] suggested a heuristic model for assistive technology adoption. The model includes a set of facilitators leading users to a greater intention to adopt assistive technology. For example, “motivation” and “necessity of device” serve as facilitators, while “physical and cognitive efforts” prohibit users from adopting assistive technology. Deibel’s model is consistent with what participants in this study mentioned. For instance, participants had to make a considerable amount of effort to aim the smartphone camera onto a target object, which was not easy for them to do so due to their vision loss, leading to poor performance of the assistive apps and likely resulting in technology abandonment. User-centered designs should be considered to promote user adoption, and detailed guidance is available in Table 3.
The correlation analyses have suggested that the apps are more likely to be adopted by those with visual impairment who are equipped with higher technology literacy. However, there have been multiple studies observing a low level of technology literacy among people with visual impairment [1, 18, 19, 20]. Yet, Arslantas et al. [21] found that college students with visual impairment who had higher computer literacy spent more time using the Internet. In fact, those students with higher computer literacy were found to be participants who had already received training for basic computer skills, office software, and assistive technology applications before participating in the study [21]. It infers that technology literacy is a critical determinant leading to technology adoption among people with visual impairment and can be enhanced via training. Thus, there is an immediate need to provide an adequate training to people with visual impairment.
This study also found that various sociodemographic backgrounds (e.g., younger age, no higher education degrees, and European Americans) contributed to intention to adopt the assistive apps. For example, perceived usefulness was highly rated among younger participants, leading to greater intention to adopt the assistive apps. This result is consistent with research findings of Czaja et al. [22] in which younger adults tended to show greater intention to adopt technology (e.g., computers and Internet). In addition, they found that people who were younger, better educated and European Americans used more various types of technology. Their study results also support the need of training because the relationship between age (younger/older) and technology adoption was successfully mediated by one’s computer self-efficacy, which could be enhanced via training [22].
Participants in this study also emphasized the need of training programs in which they could learn how to operate the assistive apps. A research team by Goodman et al. [23] provided evidence that a training program helped college students with disabilities to gain technology literacy, leading to user adoption of assistive technologies. Jimenez-Arberas et al. [24] argued that a lack of meaningful training was associated with assistive technology abandonment. Further, participants in this study elaborated in detail as to how to effectively learn, e.g., some participants wanted to learn via a group session while others wanted to learn individually with an instructor. Such individual differences in learning style were well documented in the education literature. Majid et al. [25] conducted an empirical study with 100 high school students with visual impairment to examine which learning styles were most preferred among the learning styles of Visual, Auditory, Reading/Writing, and Kinesthetic (also known as VARK learning styles [26]). They found that those students generally preferred the read/write learning style, while male students particularly preferred the kinesthetic learning style more than other styles. Oakland et al. [27] compared the preferred learning styles between students with visual impairment and their sighted peers (aged 10 to 17). Those with visual impairment more preferred practical, thinking, or organized learning styles as compared to their sighted peers. Learning environments should be customizable to meet the needs of people with visual impairment who have a range of learning styles [28]. Fuglerud et al. [29]empirically confirmed that a well-structured training program was effective for people with visual impairment to learn how to use a smartphone.
This study has a limitation. Participants experienced all three apps once and used a particular app on a daily basis. This study was not designed to ask participants to differ their experience with a particular app from that with other less-used apps. All three apps run based on simple user interfaces, i.e., users aim a smartphone camera onto a target and are informed via a smartphone speaker about what they try to see. As the three apps share such simple user interfaces, it might also be difficult for them to differ their experience if they were instructed to do so. This study could be considered as a natural, quasi-experimental research as the group of participants were not intentionally assigned to a particular app only. Further research may be needed to recruit user groups who have exclusive experience with a particular app only and assess their experience.
Conclusion
Today, a variety of assistive technologies have been introduced to promote independent living and facilitate professional works. For example, people with visual impairment take advantage of emerging technologies e.g., camera-based assistive mobile apps (Seeing AI, TapTapSee, and BeMyEyes). Those camera-based assistive apps share a common feature – i.e., scanning objects, people, and the surroundings through the camera and verbally describing them to users. Yet, there has been a lack of knowledge about user experience of those apps among people with visual impairment. This study uncovered a range of user requirements, i.e., user needs concerns and a set of app adoption facilitators associated with advance, compatibility, complexity, observability, and trialability. Such user requirements will, in turn serve as valuable guidance to user interface/interaction designers in designing, developing, evaluating, refining, and disseminating the apps. For example, designers could refer to the user requirements associated with advance, compatibility, and complexity when taking care of user interface designs. They could also refer to the user requirements associated with observability and trialability when taking care of implementing the apps in the user domain and obtaining user feedback for iterative evaluations and redesigns. Thus, a deep understanding of the user requirements is anticipated to contribute to the success of user-centered designs [31], which would ultimately bring many benefits, including increased productivity, enhanced quality of work, reductions in support and training costs, and improved user satisfaction [30].
Footnotes
Acknowledgments
This material is based upon work supported by the National Science Foundation under Grant No. 1831969.
Conflict of interest
The author has no conflicts of interest to report.
Ethical considerations
Ethical approval for this study was obtained from the Institutional Review Board. Informed consent was obtained for all study participants.
