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Evaluating Signage Accessibility for Individuals with Visual Impairments: A Case Study in Ecuador

2024 , Arias Flores, Hugo Patricio , Valencia-Aragón, Kevin , Sandra Sanchez-Gordon , Tania Calle-Jimenez

A signage system is a visual design consisting of identification, guidance, explanation, warning, and other functions through a combination of text, graphics, and color that facilitates the orientation and movement of occupants in buildings by representing explicit information about the configuration and overall structure of the building. In this sense, well-placed signage provides information and significantly influences the search for paths in public spaces, but not all of these spaces meet the conditions of accessibility and inclusion. From this perspective, the general objective of this research is to identify, analyze, and evaluate the shortcomings of signage for individuals with visual impairments based on the requirements and legal regulations in Ecuador. The methodology was based on collecting photographs of signage located in a higher education institution. These photographs were selected in a way that they encompass the most important characteristics of informative signage. The results show that 44.44% comply with the current regulations in Ecuador, and 66.66% comply with the regulations for the inclusion of individuals with low vision. In the future, it is considered to propose a signage system that incorporates technology.

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Eye-Tracking and Pictograms: Improving Communication and Accessibility for Senior Adults

2024 , Arias Flores, Hugo Patricio , Valencia-Aragón, Kevin , Sandra Sanchez-Gordon

An important factor in exploring the world around us and understanding the cognitive process of individuals is analyzing the characteristics and behavior of the eyes, as they provide reliable information. Improving communication processes with users through visual communication environments can create an accessible environment for virtual interaction. In this context, the global population is aging at a faster rate, leading to social transformation. This population segment may face challenges with language skills, health issues, psychological disorders, and traumas that can limit their ability to speak or move. The purpose of this study is to investigate whether eye-tracking, using the eye-tracking device, will enable senior adults to interact with their caregivers through a pictogram-based interface, allowing them to generate messages and communicate their needs. The research method involves the conceptual development of an experiment designed for senior adults, including the use of an eye-tracking device, calibration tests, and interface responses. This research aims to better understand and promote the importance of meeting the needs and expectations of the elderly segment.

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Applying Usability Engineering in Educational Video Games. Case Study: Learning English for Spanish-Speaking Children Aged 6 to 8 Years

2025 , Tania Calle-Jimenez , Arias Flores, Hugo Patricio , Maria-Elena Cruz-Artieda , Sandra Sanchez-Gordon

The English Proficiency Index results from 2024 show that the Spanish-speaking population has limited English proficiency. This deficiency has an impact on the population's academic training, as well as on job opportunities. Promoting early English language learning in Spanish-speaking children is essential to ensure comprehensive development at this crucial stage. The methodology proposed in this study focuses on creating an attractive and friendly user experience using design principles based on usability engineering to maximize learning effectiveness. This research aims to solve the problem related to information retention and friendly interaction for Spanish-speaking children aged six to eight years with an educational video game for learning English. The application aims to promote English learning from an early age, taking advantage of children's innate abilities to absorb a language effectively during this development phase. In this research work, an educational video game was designed to ensure that it is usable at all stages of development, from requirements specification to design, coding, and usability testing. Additionally, usability tests were conducted to evaluate the interface and the level of information retention. The results show that the video game developed using the proposed methodology complies with the usability principles.

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Usability Evaluation for Cloud-Based Enterprise Resource Planning Systems

2025 , Sandra Sanchez-Gordon , Arias Flores, Hugo Patricio , María-Elena Cruz-Artieda , Tania Calle-Jimenez

This study proposes a practical model to evaluate the usability of cloud-based ERP systems. The proposed model involves quantitative and qualitative methods, that is, we propose a mixed-methods approach that includes four dimensions: customized heuristics assessment with usability experts, use of automated tools, usability testing with users, and social factors assessment with organizational experts. This novel model differs from others in that it incorporates social factors into the usability assessment, recognizing the broad impact of the technology on the organization and vice versa. This last dimension ensures that the proposed usability assessment model is more relevant than traditional models in real business environments. The viability of the proposed model was demonstrated by providing case study results.

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Artificial Intelligence and Assistive Technologies: A Systematic Review of Educational Applications for Disabilities

2025 , Arias Flores, Hugo Patricio , Valencia-Aragón, Kevin , Tania Calle-Jimenez , Sandra Sanchez-Gordon

The global population of individuals with disabilities, representing 15% of the world’s people, faces significant challenges in accessing higher education due to insufficient accessibility and persistent discrimination. This paper aims to evaluate the integration of artificial intelligence (AI) and assistive technologies in higher education to improve learning experiences for students with disabilities. Despite advancements in AI, only a small proportion of students with disabilities report satisfaction with existing inclusion efforts. Through a systematic review of the scientific literature from 2019 to 2023, this study examines the current use of AI in higher education, focusing on its application to enhance accessibility, personalized learning, and support for students with disabilities. The research highlights key areas such as intelligent tutoring systems, adaptive learning, and the role of educational technologies in fostering inclusion. While AI and assistive technologies hold great potential, challenges including ethical concerns, biases, and the low adoption rate of assistive technologies remain. The findings emphasize the need for further research to ensure that AI fosters genuine inclusion rather than exacerbating exclusion, urging continued efforts in developing more accessible educational environments for all students.

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Web Accessibility and Inclusion in Online National Population Censuses: Insights from Ecuador

2024 , Sandra Sanchez-Gordon , Arias Flores, Hugo Patricio , Mary Sánchez-Gordón

The creation of smart societies involves harnessing technological innovations to improve the quality of life of all citizens. Web accessibility and inclusion are fundamental pillars for achieving this goal. Population censuses provide demographic information that allows governments to develop public policies that address the specific needs of diverse communities. Although many countries have adopted population census strategies involving online questionnaires, implementation of online population censuses with web accessibility and inclusivity considerations has not been addressed in the scientific literature. While digitization of population censuses provides benefits, it can also exclude those facing online participation barriers. One of the challenges is the lack of web accessibility for citizens with disabilities. This exploratory study focuses on technical aspects and analyzes the web accessibility issues detected in the online population census conducted in Ecuador in 2022. In general terms, this online census did not comply with the Web Content Accessibility Guidelines (WCAG) 2.2, thus making interaction difficult for people with blindness, low vision, and limited movement, among other disabilities. Likewise, there are other issues related to data privacy and the inclusiveness of online censuses. People with disabilities and other underrepresented social groups may have limited access to devices and internet connections, reducing their ability to participate in online population censuses. This can cause a bias in the data collected, affecting the accurate representation of the population. In the case of Ecuador's 2022 population census, this might be the cause of a contradiction that arose between the data collected, the previous data, and the growth projections regarding the Afro-descendant population.