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1 – 10 of over 1000Neha Sawant, Meruna Bose and Shrutika Parab
Hand impairment post-stroke is a very common and important rehabilitation goal for functional independence. Advanced therapy options such as an app. therapy provides repetitive…
Abstract
Purpose
Hand impairment post-stroke is a very common and important rehabilitation goal for functional independence. Advanced therapy options such as an app. therapy provides repetitive training, which may be beneficial for improving fine motor function. This study aims to evaluate the effect of app-based therapy compared to conventional hand therapy in improving dexterity in individuals with stroke.
Methodology
In total, 39 individuals within the first year of stroke with Brunnstrom stage of hand recovery IV to VI were randomly divided into three groups. All three groups received 60 min of therapy for 21 sessions over a period of 30 days. Group A received conventional hand therapy; Group B received app. therapy, while Group C received conventional therapy along with the app. therapy. All participants were assessed on the Nine-Hole Peg Test and Jebsen–Taylor Hand Function Test at the beginning and after completion of 21 sessions of intervention. Kruskal–Wallis (H) test and Wilcoxon test were used for statistical analysis.
Results
All three groups improved on hand function post-treatment. However, Group C demonstrated significant improvement with 16%–58% increase in hand function performance on outcome measures (p < 0.05).
Findings
Findings of the present study demonstrate improvement in dexterity with the app. therapy and combination therapy, in comparison to conventional therapy alone in individuals with stroke.
Originality
This experimental study focuses the first time on a structured protocol using an enabling technology adjunct to conventional physical therapy to improve hand function in individuals with stroke, which opens up the further scope in Neurorehabilitation.
Peer review
The peer review history for this article is available at: https://publons.com/publon/10.1108/ILT-04-2020-0144/
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Yun-Fang Tu, Gwo-Jen Hwang and Chiu-Lin Lai
This study aims to develop a ubiquitous library for the visually impaired (ULVI) application (app) and to explore its usability by collecting feedback from visually impaired…
Abstract
Purpose
This study aims to develop a ubiquitous library for the visually impaired (ULVI) application (app) and to explore its usability by collecting feedback from visually impaired participants to analyse the problems they might encounter. Their suggestions for improving the app further are also reported.
Design/methodology/approach
A total of ten participants were recruited in the study. Ten tasks were assigned for the participants to complete using the ULVI app. The system usability scale was adopted to collect feedback on the app, and interviews were conducted to understand the participants’ usage behaviours and perceptions of the app.
Findings
The findings indicated that the participants provided positive evaluation of the usability of the app and addressed the functions that might need improvement. Above all, this app was regarded as having great potential. Suggestions and improvements are proposed based on the participants’ feedback.
Originality/value
In terms of the studies relevant to libraries and the visually impaired, few have evaluated the usability of the ULVI app from the perspectives of the visually impaired users. The ULVI app provides resources for the visually impaired and serves as the foundation for developing a more effective ULVI app.
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Simon Riches, Neil Hammond, Marilla Bianco, Carolina Fialho, Sarah Lisle Nicholson and James Acland
Although increased social time is associated with healthier lifestyles, autistic people often present in therapy with social time difficulties. Given the growing interest in…
Abstract
Purpose
Although increased social time is associated with healthier lifestyles, autistic people often present in therapy with social time difficulties. Given the growing interest in digital interventions and their applicability for autistic individuals, a social time app could be beneficial to support autistic people to manage social time, but there is limited research in this field, especially that which involves people with lived experience. The purpose of this study was to use co-production to conduct consultations with expert clinicians about the relationship between autism and social time, and the future development of a smartphone app to monitor and support social time in autistic people.
Design/methodology/approach
A qualitative methodology investigated clinicians’ views on the relationship between autism and social time and potential development of a social time app. Clinicians (N = 8) participated in semi-structured interviews facilitated by a researcher with lived experience of autism.
Findings
Participants were psychologists and psychotherapists from a specialist autism service. Thematic analysis identified factors associated with social time, such as differences with neurotypical populations, need for balance with non-social time and gender differences. According to participants, advantages of social time were connecting with people and forming relationships, whereas challenges were limited social skills, anxiety and anger and frustration. Suggested features of an app were a user-friendly design, psychoeducational components and prompts and reminders. Potential advantages of the app were support outside of therapy, support in therapy and monitoring emotional responses, whereas challenges were task completion and personalising content.
Originality/value
Findings reinforce the importance of a balance between social and non-social time for autistic people, which could be monitored and supported using a social time app. Clinicians could incorporate use of this app within psychological therapies to support emotional regulation and general functioning.
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Kiran Badesha, Sarah Wilde and David L. Dawson
A rapid increase in global smartphone ownership and digital health technologies offers the potential for mobile phone applications (apps) to deliver mental health interventions…
Abstract
Purpose
A rapid increase in global smartphone ownership and digital health technologies offers the potential for mobile phone applications (apps) to deliver mental health interventions. The purpose of this paper is to bring together evidence reporting on mental health mobile apps to gain an understanding of the quality of current evidence, the positive and adverse effects of apps and the mechanisms underlying such effects.
Design/methodology/approach
A systematic search was carried out across six databases, for any systematic reviews or meta-analyses conducted up to 2020. Review quality was assessed using the Assessment of Multiple Systematic Reviews.
Findings
Across a total of 24 articles, a variety of clinical outcomes were assessed. Most compelling support was shown for apps targeting anxiety symptoms; some evidence favoured the use of apps for depression symptoms. Less evidence was available for the remaining clinical symptoms such as bipolar disorder, schizophrenia, post-traumatic stress disorder, sleep disorders and substance use. Overall, there was limited evidence pertaining to adverse effects and change mechanisms and a lack of quality reporting across a large proportion of included reviews. The included reviews demonstrate the need for further robust research before apps are recommended clinically.
Originality/value
This paper makes a valuable contribution to the current status of research and reviews investigating mental health mobile apps. Recommendations are made for improved adherence to review guidelines and to ensure risk of bias is minimised.
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Nikki Holliday, Gillian Ward, Aimee Walker-Clarke and Rachael Molitor
The purpose of the study is to assess the usability and acceptability of FallCheck, a Web app that allows users to complete home-hazard assessments within their own home, with a…
Abstract
Purpose
The purpose of the study is to assess the usability and acceptability of FallCheck, a Web app that allows users to complete home-hazard assessments within their own home, with a group of people at risk of falling and their carers.
Design/methodology/approach
This mixed method study used an online survey followed by semi-structured telephone interviews to collect both qualitative and quantitative data. A Think-Aloud study was used to test usability of the Web app through structured tasks.
Findings
Findings showed that FallCheck was easy to use with few usability issues. The Web app was deemed appropriate to use by people at risk of falling (young or old) or by carers if appropriate. The depth of knowledge provision and breadth of content was acceptable, and many participants reported subsequently making changes to their home environment to reduce their risk of falling. Overall, the majority of participants reported feelings of improved confidence and safety with an increased awareness of fall risks and a reduction in fear of falling at home.
Practical implications
FallCheck has good acceptability and usability with people at risk of falling and their carers and has the potential to improve access to home-hazard assessment and affect behavioural change regarding fall risk hazards and behaviour.
Originality/value
This study describes successful use of an app that may be helpful in identifying home-hazards and making changes to reduce risk of falls, particularly in the absence of occupational therapy intervention and has the potential for integration into falls care pathways.
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Oluseye Olugboyega, Kayode Emmanuel Ilesanmi, Godwin Ehis Oseghale and Clinton Aigbavboa
The advancement of digital technological breakthroughs in the construction industry is dependent on connecting the attributes of the intended consumers to the technologies. Thus…
Abstract
Purpose
The advancement of digital technological breakthroughs in the construction industry is dependent on connecting the attributes of the intended consumers to the technologies. Thus, this study aims to look at the relationship between construction app acceptance and the digital qualities of construction professionals (CPs) to determine whether understanding the connection can assist predict construction app user behaviour.
Design/methodology/approach
This study’s theoretical approach was derived from the European Union digital competence model, which supports the hypothesis that the traits associated with digital competence enable digitally competent CPs to embrace construction apps. Six hypotheses were developed to investigate the theories, and multiple linear regression analysis was used to predict the acceptance of construction apps based on the CP’s attributes.
Findings
The investigation’s findings revealed that the CP’s attributes can explain at least 50% of the proportion of variance in 34 construction apps. The use of a smartphone (Mean Score = 3.30; Factor Loading = 0.609), technological orientation (Mean Score = 3.55; Factor Loading = 0.663), information technology skills (Mean Score = 3.48; Factor Loading = 0.649), information on construction innovation (Mean Score = 3.73; Factor Loading = 0.528) and interest in R&D (Mean Score = 3.48; Factor Loading = 0.531) are the digital characteristics that can essentially forecast the acceptance of construction apps. The data backs up the notion that CPs would gain digital competency before accepting construction apps. This is because a digitally savvy CP will most likely embrace construction apps.
Research limitations/implications
Frameworks for accelerating digital technologies and innovations in the construction industry have been unveiled in this study. The research also gives recommendations for the evaluation, design and implementation of a more attractive construction app. This study also has implications for investigating the impacts of risk aversion, personal connection, social influence, technological curiosity and digital nativity as predictors of construction app uptake.
Practical implications
The findings of this study serve as an index for prioritising digital traits for CPs and characterising a digitally proficient construction professional. The findings provide recommendations for organising, training and supporting construction personnel’ digital competencies. The research is useful for developing and implementing instructional digital training programmes.
Originality/value
This study is unusual in that it provides clear insights on construction apps as well as variables for building great user-experience apps for CPs, which are both limited in the literature.
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Ann Mary Varghese, Debolina Dutta and Rudra Prakash Pradhan
The case focuses on Thivra Info Solutions Pvt Ltd, an entrepreneurial organization incubated by Prasannan (she/her) in 2017. The organization started with a mission to provide…
Abstract
Study level/applicability
The case focuses on Thivra Info Solutions Pvt Ltd, an entrepreneurial organization incubated by Prasannan (she/her) in 2017. The organization started with a mission to provide technology-based learning solutions for children diagnosed with autism spectrum disorder (ASD). Thivra Info Solutions Pvt Ltd had developed multiple offerings, including gamified learning, targeted to ASD and general ed-tech users. The firm also launched “Dwani,” the communicative-based learning app for ASD children. The initial feedback by users, parents and teachers had been encouraging. Prasannan was exploring avenues to scale the business when the Covid-19 pandemic affected all the operations.The case presents the multiple dilemmas entrepreneurial firms face in managing resources, finances, growth and product and customer focus. Students are encouraged to debate the organization strategy, product and consumer target segments and solutions to scale the business while managing frugal resources.
Subject area
This case study can be used in entrepreneurship, leadership, crisis management, business development, organizational behavior and technology.
Case overview
The case study describes the navigation of Thivra from a Generic Gamified App to its niche of catering for ASD students. The case presents the challenges presented to leadership to manage the crisis and try to grow their entrepreneurial venture. This case has been designed for use in business-to-consumer marketing or entrepreneurship, gender entrepreneurship, ed-tech-based startups, in MBA, executive MBA or executive education programs in the field. The case is suitable for those doing business in Asia, for post-graduate and under-graduate students studying business innovation, entrepreneurship, strategy and marketing. It is also appropriate for courses on gender entrepreneurship; women and crisis management; and product management. The case aims at facilitating classroom discussion on the extension of Indian-based ed-tech startups to ASD children.
Expected learning outcomes
Students will also be able to explore the following issues: to study the role played by a business model that withstands the competition over a long period and adopting sustainability; to describe the concept and implications of paradoxical leadership, thereby drawing its impact on business decisions; to analyze how a leader acts in terms of crisis from a startup point of view; to draw the phases and constraints of the enterprise development and compare and contrast it based on gender; to demonstrate the value to different constituents (ASD students, parents, teachers and ASD counselors) by understanding their differentiated needs and developing powerful value propositions for each. Articulating and demonstrating this value is key to gaining the buy-in of the various decision-making units; to understand how, having gained traction in one market segment (in this case, tractions with parents of ASD children), a company can develop new market segments; to study the issues and problems faced by startups in developing economies, especially the tech-based ones; and to understand the application of gamification on education and communication for ASD children.
Supplementary materials
Teaching notes are available for educators only.
Subject code
CSS 3: Entrepreneurship
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Tula Brannelly, Steven Trenoweth and Josie Tuck
The purpose of this paper is to present the findings of a discussion between people who use crisis services and academics about the development of a mental health digital…
Abstract
Purpose
The purpose of this paper is to present the findings of a discussion between people who use crisis services and academics about the development of a mental health digital technology app.
Design/methodology/approach
The approach is underpinned by participatory methods that centralise the voice of lived experience in the development or delivery of mental health responses.
Findings
The people who contributed to the conversation identified that the app may reflect a recovery approach to mental health whilst also supporting self-management. The app design was a central repository with links to other apps for self-monitoring or interventions.
Originality/value
The app was designed with people with lived experience with an explicit aim to understand what people with lived experience would want from a mental health digital technology.
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Mohamed A. Khashan, Mohamed M. Elsotouhy, Thamir Hamad Alasker and Mohamed A. Ghonim
Since the advent of augmented reality (AR) technology, “Smart Retailing” has become the dominant business model in the retail sector. Therefore, comprehending the dynamics of AR…
Abstract
Purpose
Since the advent of augmented reality (AR) technology, “Smart Retailing” has become the dominant business model in the retail sector. Therefore, comprehending the dynamics of AR adoption is essential if retailers are to successfully encourage customers to embrace this extremely innovative form of technology. As a result, the authors propose and evaluate a more comprehensive model, consisting of the task-technology fit (TTF) and unified theory of acceptance and use of technology (UTUAT2) models, for use in low-income countries.
Design/methodology/approach
The present research uses variance-based partial least squares structural equation modeling (PLS-SEM) using WarpPLS.7 to examine 398 responses from Egyptian retail consumers.
Findings
TTF, performance expectancy (PE), effort expectancy (EE), social influence (SI), facilitating condition (FC), hedonic motivation (HM) and customer innovativeness (CI) positively affect shoppers' behavioral intentions (BI) to adopt AR Apps in retail, while perceived risk (PR) negatively affects BI.
Originality/value
The current study is the first to investigate the determinants of shoppers' BI toward AR Apps adoption in the retail context using UTAUT2 and TTF models.
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Amir Zaib Abbasi, Natasha Ayaz, Sana Kanwal, Mousa Albashrawi and Nadine Khair
TikTok social media app has become one of the most popular forms of leisure and entertainment activities, but how hedonic consumption experiences (comprising fantasy, escapism…
Abstract
Purpose
TikTok social media app has become one of the most popular forms of leisure and entertainment activities, but how hedonic consumption experiences (comprising fantasy, escapism, enjoyment, role projection, sensory, arousal and emotional involvement) of the TikTok app determine users' intention to use the app and its resulting impact on the actual usage behavior remains limited in the information systems literature, especially featuring the hedonic consumption perspective in entertainment industry.
Design/methodology/approach
This study employs uses & gratification theory to answer the “why” via predicting the role of hedonic consumption experiences that serve as gratifications to trigger technology acceptance behavior (especially, in form of users' behavioral intention to use the TikTok app and its further impact on usage behavior). This study utilizes the partial least squares-structural equation modeling approach to perform data analyses on 258 TikTok app users.
Findings
Our results provide a strong support such that users' playful consumption experiences (i.e. escapism, role projection, arousal, sensory experience and enjoyment) positively influence their intention to use the TikTok app and its resultant effect on users' actual usage of the app. In contrast, fantasy and emotional involvement fail to influence users' intention to use the TikTok app.
Originality/value
To the best of our knowledge, our investigation is one of the first studies to apply the hedonic consumption experiences as potential gratifications that derive users' intention and its subsequent influence on the actual usage of the TikTok app. Our study results would assist marketing and brand managers to redefine approaches and tactics to create effective strategies that implement essential determinants to increase behavioral intention among entertainment service providers.
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