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2025 | Book

Human-Centered Design, Operation and Evaluation of Mobile Communications

6th International Conference, MOBILE 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025, Proceedings, Part I

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About this book

This book constitutes the refereed proceedings of the 6th International Conference on Design, Operation and Evaluation of Mobile Communications, MOBILE 2025, held as part of the 27th International Conference, HCI International 2025, which was held in Gothenburg, Sweden, during June 22–27, 2025.

The total of 1430 papers and 355 posters included in the HCII 2025 proceedings was carefully reviewed and selected from 7972 submissions.

The MOBILE 2025 proceedings were organized in the following topical sections- Mobile Usability, Experience and Personalization; Mobile Health, Inclusivity and Well-Being; Mobile Security, Protection and Risk Assessment; and, Mobile Applications for Culture, and Social Engagement.

Table of Contents

Frontmatter

Mobile Usability, Experience and Personalization

Frontmatter
Aurélis: A Wearable Device for Emotional Externalization
Abstract
Human emotions are typically expressed through language, facial expressions, and body language. However, these conventional methods may sometimes fail to accurately or adequately convey emotions, and individuals might even choose to hide or suppress their feelings. This research introduces Aurélis, a nonverbal wearable communication device based on physiological signals, which aims to provide a novel approach to externalizing emotional expressions. The device employs a design vocabulary that utilizes physiological data from galvanic skin response (GSR) sensors as inputs to translate emotions into visualized representations. Inspired by the morphology of jellyfish and the embodied expression of emotions in dance, Aurélis incorporates a core operational system driven by an electromagnetically controlled air pump. By regulating the inflow and outflow of air, it enables units made from flexible TPU (Thermoplastic polyurethane) material to inflate and deflate, creating dynamic changes in form. These changes correspond to four emotions: amusement, anger, fear, and sadness. To evaluate its effectiveness, 10 participants were invited to observe and assess the accuracy of the emotions conveyed by the device and the alignment with its design intent. This study not only offers an innovative method for emotional expression but also explores the potential of emotion-driven interaction design based on physiological signals, paving the way for a new paradigm in emotional communication.
Yu-Yun Chang, June-Hao Hou
Enhancing Visual Search Performance in Cell Phone Interfaces: A Comparative Analysis into Color’s Role in the Stationary and Walking States
Abstract
Performing visual search tasks on a mobile device while walking can affect users’ performance, while proper color design can help users quickly identify search targets. However, research on the differences in color utilization under various user states is inadequate. To address this, we used a treadmill to simulate walking and investigated the impact of colors on visual search performance in different states. In the experiment, participants, equipped with an eye tracker, completed search tasks for target color blocks on mobile interfaces in both walking and stationary states, with their search time, accuracy rate, gaze duration, and gaze count being recorded. The research findings indicate that under walking conditions, users’ visual search behavior undergoes significant changes: not only does search time and fixation duration decrease notably, but the number of fixations also diminishes markedly, suggesting improved visual processing efficiency while walking. We speculate that the walking state may enhance search efficiency due to the increased attractiveness of color. When comparing walking and static states, we observe a certain degree of stability in the color categories that exhibit superior and inferior visual search performance across both contexts: green, blue, and red particularly stand out during walking, whereas blue, red, green, and purple exhibit optimal effects in static states.
Xiaoli Chen, Wan Zeng, Guoyan Wang, Guocheng Hao
Haptic Feedback Support for Mental Mapping of Spaces
Abstract
Mental mapping of spaces and objects within them is essential for orientation and mobility. Most people use their visual channel to create and form mental maps of spaces, but this is not always available owing to situational or environmental factors, or visual impairment. Research has explored various haptic devices for navigating an environment by warning of obstacles and offering directions. However, none of these approaches help the user to understand their environment and the relative position of items in it. This paper seeks to address this gap, drawing on prior work on social haptic communication (SHC) developed in the deafblind community to investigate whether vibrotactile patterns delivered through a commercially available haptic vest can effectively support recipients in developing a mental model of the spatial layout of the environment.
Existing signs from SHC for five common objects were converted into vibrotactile patterns to be displayed. This was combined with radial co-ordinates given using the location and intensity of vibration to represent direction and distance respectively. An experiment was conducted in which participants were presented with sets of objects and their co-ordinates. No difference in performance was found between the use of the vibrotactile method and the same information presented in a verbal form. Participants found the object and direction signs easy to recognize, though use of varying intensity for distance was less successful. We conclude that the use of SHC signs and direction information can be used to help build a mental map of an environment and warrants further study.
Raymond J. Holt, W. Ruben Dragt, Kaj Stolle, Myrthe A. Plaisier
A Self-determination Theory Approach Using BP Artificial Neural Network to Predict College Students’ AI Learning Behavior
Abstract
This study applies the Self-Determination Theory (SDT) to examine the factors influencing students’ autonomous behavior of learning AI, with a particular focus on how intrinsic and extrinsic motivations shape their learning behaviors. Using a BP (Backpropagation) artificial neural network (ANN) model, the research analyzes a dataset collected from university students to predict the likelihood of students independently pursuing AI education. The results reveal that both internal and external factors contribute to students autonomous learning of AI.
Meiling Hong, Xu Huang
The Impact of a Customizable Payment Limit Interface on Impulsive Buying Behavior
Abstract
With the widespread adoption of mobile payment technologies, their rapid and convenient nature has enhanced the ease of consumption but has also exacerbated the phenomenon of impulsive buying. Addressing the lack of digital intervention tools (DBCIs) to limit spending in the current market, this study explores how the design approaches of digital self-control tools (DSCTs) can be applied in payment scenarios, analyzing the effects of payment limits and interference designs on user experience and behavior.
This study adopts the Design Science Research (DSR) methodology, developing a payment scenario prototype and conducting tests with 40 mobile payment users. The study examines design variables in the payment process, including limit display and payment interference designs (e.g., numerical input tasks or waiting tasks), to evaluate their effectiveness in mitigating impulsive buying behavior.
The findings reveal that while interference designs can prolong users’ decision-making time, their actual effectiveness is limited. Participants generally emphasized the importance of providing clear prompts about the gap between spending amounts and predefined limits, as this effectively heightens financial awareness and promotes rational consumption. Based on these insights, future designs should prioritize optimizing limit display and prompt mechanisms, supplemented by moderate interference designs. This approach aims to balance the needs of users with varying levels of impulsive buying tendencies and ultimately achieve the goal of enhancing financial self-discipline through design.
I-Chin Hsu, Meng-Cong Zheng

Open Access

Applying Experience Sampling in Family Contexts – Literature Review and Recommendations for Mobile Diary Studies
Abstract
The Experience Sampling Method (ESM) offers unique insights into the dynamic, real-time experiences of individuals within their natural environments. This paper presents a literature review of ESM applications in family contexts, with a particular focus on the use of mobile diary apps for data collection. Families, with their fluctuating routines, emotions, and relationships, present a suitable, yet challenging setting for ESM studies. We analyzed 19 ESM studies in family contexts, identifying key success factors and common obstacles in study design, execution, and evaluation. To enrich our findings, we conducted two expert interviews with researchers experienced in ESM, uncovering best practices related to participant engagement, data privacy, and technological considerations. Based on this combined analysis, we propose recommendations for future ESM studies in family settings, emphasizing the importance of adaptive questionnaire design and compliance strategies, for example. This work highlights the potential of mobile ESM tools to improve the ecological validity of family research while addressing challenges such as participant burden and data protection.
Sebastian Müller, Khaula Rajab, Christin Waeber, Melanie Rickenmann, Matthias Baldauf
Evaluating Debate Persuasiveness Through Audio Analysis and Regression Techniques
Abstract
In competitive debates, the effectiveness of arguments is often assessed through verbal communication. However, nonverbal biometric factors, such as vocal characteristics, play a crucial yet underexplored role in influencing judges’ perceptions and scores. The proposed study explores the role and significance of nonverbal biometric factors in determining the persuasiveness of arguments in competitive debates. The experimental pipeline includes phases such as data collection, analysis of audio features such as Short-Time Fourier Transforms (STFT) and Mel Spectrograms, and utilization of several machine learning algorithms, including Least Squares Linear Regression, Random Forests (RF), Support Vector Machines (SVM), and a Convolutional Neural Network (CNN) to evaluate the usefulness of nonverbal biometrics in predicting judges’ scores. From the existing IBM Debater dataset of recorded speeches, a subset of 72 speeches across 9 speakers was selected and scored by a team of qualified school-level adjudicators to create the dataset used in these experiments. The preliminary results on the dataset were promising and have provided valuable insights into the challenges and efficacy of various regression techniques in audio-based persuasiveness prediction, highlighting the need for further exploration in this domain.
Gage Nott, Hima Vadapalli, Dustin van der Haar
HaptiVerse – A System for Haptic Communication
Abstract
In this paper, we present ongoing and continued work on the development of the HaptiVerse system, which comprises hardware, software, and a library of meaning-bearing haptic signs. It enables the development of sophisticated haptic patterns that can be exchanged between two or more users, in close proximity or remotely, or for the creation of haptic sentences. It can also be used by individuals to practice on and learn haptic signs at their own pace and from their preferred location. The current HaptiVerse system is the expansion and improvement of work presented previously in Olson and Jarvoll, 2022 which described a standalone desktop application. HaptiVerse includes extended functionality, online remote connection, and one-to-many communication. Additional features being developed currently include a more sophisticated functionality and improved user-friendliness.
Nasrine Olson, Thomas Van Erven, Jonas Jarvoll, Rachel Freire
Design and Usability Evaluation of ShuttleNav: A Smart Shuttle App with Real-Time GPS Tracking
Abstract
Dhaka Public Transportation System faces significant operational challenges, including overcrowding, unreliable schedules, and a lack of real-time commuter information. These inefficiencies contribute to daily inconvenience, lost productivity, and increased congestion. To address these issues, this study presents “ShuttleNav,” a user-centered smart shuttle system designed to improve public transportation by integrating real-time GPS tracking, live schedule monitoring, and seat reservation functionalities. The study followed a structured methodology, including (i) a need-finding analysis, (ii) the development of hardware and software prototypes, and (iii) usability evaluation at the Independent University, Bangladesh (IUB). A survey of 100 undergraduate students identified key concerns for commuters, such as unpredictable shuttle timings, lack of route optimization, and difficulty accessing transport information through mobile platforms. Based on these insights, ShuttleNav was developed with intuitive features to enhance the commuter experience. A usability study involving 75 participants assessed ShuttleNav’s effectiveness using the System Usability Scale (SUS), generating a mean SUS score of 73.00 (standard deviation = 9.16). The results highlight a strong user preference for real-time GPS tracking (27.31%) and live schedule monitoring (25.6%), reinforcing the importance of accurate and accessible transit information. However, challenges related to GPS accuracy, privacy concerns, and technical reliability were noted, indicating areas for future improvement. The study demonstrates the potential of ShuttleNav as an effective solution to improve commuter convenience and urban mobility. Future research will focus on transitioning the prototype into a functional mobile application, performing real-world tests under diverse conditions, and leveraging predictive analytics for route optimization.
Khandaker Umme Salma, Tabriji Islam, Tahfizul Hasan Zihan, Ishtiaq Hossen, Md. Shirazim Munir, Sabrina Alam, Mahady Hasan
The Development of an Interactive IoT Cross-Media Survey System and Real-Time Re-presentation of Mass Learning
Abstract
In this study, we propose the Interactive IoT Cross-Media Survey System, integrating tangible interaction in a game-like manner with real-time data re-presentation. This system was implemented in the “STEM with A” Interactive Exploration Hall at National Tsing Hua University in 2020. It enabled participants to use their smartphones as tangible user interfaces to “scoop-up questions” from interactive sensing points within the exhibition areas. After completing the questions, participants could “pour-in” their responses and observe digital data re-presentation artworks generated from survey results, showcasing mass learning outcomes. Furthermore, the data re-presentation content was tailored to participants’ group characteristics, showing how their responses impact the group’s overall learning outcomes with each “pour-in response.”
The study achieved several key outcomes: (1) transforming traditional surveys into a gamified survey system, enhancing participants’ engagement, (2) providing real-time, group-based data re-presentations, enabling participants to contribute to the group’s learning outcomes, and (3) implementing a grouping mechanism to foster collaboration within groups and healthy competition between them.
This system provides flexible and customizable data re-presentation, making it suitable for diverse environments requiring real-time data-driven engagement. Future applications can integrate emerging technologies, such as generative AI to dynamically generate questions or virtual reality to offer immersive experiences. Additionally, data re-presentations can be designed as dynamic mass artistic creations, allowing participants to become co-creators of an evolving collective masterpiece.
Yi-Jin Tsai, Shih-Ta Liu, Su-Chu Hsu
Planning and Management of Fiber Optic Networks Based on a Geographic Information System: A Case in Ecuador
Abstract
The global growth of telecommunications has driven the expansion of fiber optic networks, which are essential for ensuring high-quality services. In Latin America, infrastructure development has often lacked proper planning, resulting in high costs and visual pollution. In cities like Guayaquil - Ecuador, the fiber network has expanded disorderly, highlighting the need for solutions that enhance its efficiency and documentation. This study proposes cost and coverage optimization through a Geographic Information System. A Gigabit Ethernet Passive Optical Network (GEPON) network was designed following a quantitative, non-experimental approach, leveraging technological tools to maximize efficiency. The methodology involved geospatial planning to map and distribute nodes and routes optimally. The materials used included ArcGIS 10.8, cartographic data from the National Institute of Statistics and Censuses Ecuador, and ESRI data models. The study covered 28,943 blocks, achieving network coverage in 21,893 after deployment. A total of 22,300 utility poles were analyzed, applying frequency statistics and key performance indicators. The infrastructure incorporated fiber optics, distribution boxes, splitters, and Multiprotocol Label Switching to enhance connectivity. As a result, 111 standard nodes and six aggregator nodes were installed, reducing repair times from 5–6 h to 3 h. The implementation of GIS facilitated network documentation, cost optimization, and improved operational efficiency, proving to be an effective method for telecommunications management and future expansion planning.
Miguel Vargas-Bustamante, Mireya Zapata, Jorge Álvarez-Tello
An Empirical Study on University Students’ Satisfaction with Online Learning: A General Perspective
Abstract
This study explored the factors influencing university students’ satisfaction with online learning, based on the Technology Acceptance Model (TAM). It investigated how factors such as perceived usefulness, ease of use, and attitudes contribute to students’ satisfaction, extending beyond the limitations of specific contexts like the COVID-19 pandemic. The study employed an online survey of university students and analyzes the data using Partial Least Squares Structural Equation Modeling (PLS-SEM) to examine relationships between key variables, including the mediating roles of perceived usefulness and ease of use. The results demonstrate that students’ attitudes significantly impact their satisfaction with online learning. Perceived usefulness and ease of use strongly shape these attitudes, indicating the importance of enhancing both technical and experiential aspects of online learning platforms. The study offers theoretical and practical recommendations for improving student satisfaction in online learning environments by addressing ease of use, usefulness, and other influencing factors.
Ping Xu, Bing Zhu, Arina Iavorschi

Mobile Health, Inclusivity and Well-Being

Frontmatter
Comparing Instruction Methods for DailyBuddy: A Mobile App for Improving Daily Living Skills for Adults with Autism
Abstract
Individuals with autism spectrum disorder (ASD) often experience challenges with performing their daily living skills which may result in their limited participation in daily activities and dependence on their family. This paper presents the development and usability of a mobile-based interface supporting adults with ASD in everyday living. The application is called “DailyBuddy” and aims to support the independent living of autistic individuals via planning daily tasks (e.g., chores, groceries, and cooking), reminding them when tasks are due, and showing them how to perform daily living tasks. This study’s primary focus is investigating the effect of three different instructional methods (video prompting, image prompting, and a checklist) on user performance and preference. A total of 23 individuals on the autism spectrum (17 male and six female participants) participated in a between-subjects study. Our findings indicated the effectiveness of the daily living application in improving the quality of performing tasks. Although participants favored the checklist method more than others regarding user preference, the statistical analysis comparing the three instructional methods showed no significant difference. This information can improve the DailyBuddy application, enhance education, and increase independence for adults with autism.
Zahra Borhani, Alban Delamarre, Lena Plabst, Lauren Ferguson, Rhianna Jenkins, Armando Barreto, Francisco R. Ortega
A Research on the Usability Evaluation of Health Literacy for eHealth Applications
Abstract
In the dual challenges of aging and declining birth rates, Taiwan is using the strength of information and communication technology to enhance the services provided by medical institutions. At the same time, the government is actively promoting the intelligence of the medical industry, and major technology companies are also actively cooperating with medical institutions. This study uses 3 eHealth application programs as experimental tools for task design, objectively recording time performance through timing records, and analyzing users’ subjective feelings through system usability scales. The experiment recruited 32 participants and conducted a two-way ANOVA with health literacy as a grouping factor. After experimental analysis, suggestions for the interface design of eHealth application programs are proposed: (1) Avoid presenting information at the same level in multiple columns and rows on the interface, a vertical list is more in line with user reading habits. (2) Icons should avoid using easily confused symbols, which can easily lead to user errors. (3) Using external links for application program functions may bring usability issues for specific user groups in interface operations, it is advisable to avoid using external links. (4) The dropdown menu can be ordered from fewer to more words, avoiding users missing information when searching. (5) There is a significant difference in frustration between eHealth application programs and health literacy.
ShihTing Huang, ShihChieh Chen
Initial Design of a Serious Game for Reducing Risks of Prenatal Excessive Gestational Weight Gain in Bangla
Abstract
Excessive gestational weight gain (GWG) poses substantial health concerns for both the mother and the child. In Bangladesh, the issue is further complicated by the difference between urban and rural areas. Urban women often suffer from obesity during and after pregnancy, whereas rural women suffer from malnutrition and accompanying syndromes. In particular, excessive GWG poses a bigger health risk than nutritional inadequacies. Traditional approaches to encouraging good habits during pregnancy are often hampered by expense, accessibility, and limited reach in remote locations. This study introduces “NutriMom”, a serious game-inspired mobile health application (mHealth) to reduce excessive GWG among Bangladeshi women. The study had three goals: (i) to perform design requirements and need-finding analysis, (ii) to create a high-fidelity NutriMom prototype, and (iii) to evaluate the usability of the proposed prototype. A survey of 59 pregnant women in different trimesters highlighted significant factors contributing to excessive GWG, especially social taboos, and lack of nutritional education. Participants expressed dissatisfaction with limited access to healthcare providers (HCPs), particularly in remote areas. Based on these findings, the NutriMom prototype was designed to include several key characteristics: gamified learning about healthy diets and physical exercise, virtual chat support with HCPs, and reminders about sleep, hydration, and food intake. The target audience voted that the ‘Daily Quiz’ and ‘Physical Exercise Planner’ features from the ‘Gamified Learning’ category were most appreciated, with 31.6% of combined votes. NutriMom received a mean system usability scale score (SUS) of 79.81% (n = 26). NutriMom merges gamification and mHealth to provide interactive tools and personalized recommendations for pregnant women. Future iterations will include longitudinal studies and the integration of machine learning models, further improving functionality.
Tabriji Islam, Khandaker Umme Salma, Newaz Ben Alam, Ratna Saha, Ashraful Islam, M. Ashraful Amin
Empathy and Communication: Developing a Mobile Game to Enhance Social Support for Young Adult Cancer Patients
Abstract
Studies have identified various challenges and disruptions young adults experience when faced with cancer beyond the physical risks associated with the disease. These disruptions have the potential to trigger a wide range of negative emotions, such as being overwhelmed, anger, fear and worry, sadness, depression, and loneliness. Unfortunately, many of these difficult emotions are accidentally triggered during everyday interactions with individuals who may not be aware of the challenges cancer brings. The purpose of this paper is to describe the development, reception, and effectiveness of the minigame Know Me Better, a mobile serious game based on the first author’s experience as a young adult (YA) cancer patient. The game is designed to raise awareness of the many difficulties and feelings that YA cancer patients could encounter to help their friends and family engage in healthier and more productive conversations and avoid toxic positivity. To assess the game’s effectiveness, we conducted a user study with 18 participants, utilizing qualitative pre- and post-questionnaires to collect their feedback. The findings showed that participants acquired meaningful knowledge, developed empathy for the main character, and expressed a keen interest in learning about additional challenges, paving the way for future studies.
Mojde Kalantari, Simone Downie, Alex Hashemi
Less is More: Designing Wearable Vibrotactile Wristbands for Blind and Visual Impaired Creatives
Abstract
Previous research has shown that blind and visually impaired music producers benefit from wearable vibrotactile feedback technologies. Keyboard-based interactions become more accessible, particularly when using Digital Audio Workstations (DAWs) applications. This study examines the optimal location and number of motors to display spatiotemporal patterns. We review existing literature to understand how vibrotactile technologies are integrated into wearable designs. We identify the hand as the most effective body location for keyboard interaction and survey existing systems to pinpoint design gaps in the literature. We designed and evaluated a wearable armband featuring five motors in different locations. Participants could identify the exact location of the vibration stimuli, achieving a 71% success rate regardless of the hand location. The study was repeated with three motors, achieving a success rate of 97%. In addition, results can potentially be influenced by age and body mass when using five motors. We propose the use of three motors around the hand for displaying spatiotemporal patterns.
Christina Karpodini, Tychonas Michailidis
VR Pet Therapy for Improving the Well-Being of Adults with Autism: A Pilot Study
Abstract
Recognition of autism has significantly increased in the last decade, with concerns on how to effectively support adults with ASD (Autism Spectrum Disorder) as mental health continues to be a struggle needing to be addressed. This paper explores the integration of virtual reality and pet therapy for therapeutic intervention, investigating the feasibility and effectiveness of virtual environments simulating interactions to improve the social and psychological well-being of adults with ASD. To first determine requirements a mixed-methods approach was employed, looking to gather perspectives from both the wider ASD community, as well as NHS specialists through an online survey and in-person discussions. Both groups (ASD n = 14, NHS clinicians n = 9) provided insights to inform the design of a virtual pet simulation, which was followed by final user testing of the VR prototype itself again with an adult with ASD and NHS clinicians. Two test groups were conducted split between clinicians and an ASD “lived experience” adult testing the designed pet simulation, the first group looking at 5 themes; General observations, Applicability of the prototype for therapeutic treatment, Suggestions for improvements, Positive aspects, and Comfort for autism, and the second group looking at; Affection towards the dog, Realism, Excitement and surprise, VR interactions, and Comfort. Both groups provided in-depth comments and recommendations towards viability and overall findings suggested participants formed strong emotional connections with virtual pets in virtual safe controlled spaces. A set of recommendations is provided for future designers in the pursuit of more accessible environments for ASD users.
Siddharthan Karunakaran, Kurtis Weir, Wenge Xu, Tychonas Michailidis
Designing HepCare App: Promoting Hepatitis Prevention and Awareness in Bangladesh
Abstract
Hepatitis remains a major public health concern in Bangladesh due to a lack of awareness, inadequate access to healthcare, and low vaccination rates. In response to these challenges, the ‘HepCare’ app has been designed, aiming to promote hepatitis prevention and awareness across Bangladesh. The app is expected to play a crucial role in reducing the country’s high rates of viral hepatitis. The User-Centered Design (UCD) methodology is used in this study to create a mobile health (mHealth) application (app) ‘HepCare’ that is tailored specifically for Bangladeshi people. The ‘HepCare’ app seeks to offer comprehensive information on any type of hepatitis, including prevention techniques, and modes of transmission. So the research objectives include conducting a needfinding analysis and developing low and high-fidelity prototypes of the ‘HepCare’ app. Key functionalities of the ‘HepCare’ app include “About the Types of Hepatitis”, “Prevention Guidelines From Online Resources”, “People at Risk”, “Chatbox”, “Guidelines for Living With Hepatitis”, “Symptoms Tracker”, “Medication Reminder”, “Doctor’s Appointment Reminder”, “Pregnancy and Hepatitis”, and “Advertisement and Awareness”. Interactive elements, like “Chatbox”, encourage participation and lessen stigma. Moreover, 91.2% of participants expressed willingness to use and recommend the ‘HepCare’ app during a user study. The user-friendly design of the high-fidelity prototype ensures intuitive interaction, becoming a vital resource in the fight against hepatitis in Bangladesh, empowering individuals with the information and resources.
Mst. Shikha Khatun, Anikah Hossain, Sumaiya Akter, Md Abu Sayed, Ashraful Islam, M. Ashraful Amin
Easy Focus: A Hybrid Solution Designed for Adult ADHD Community
Abstract
Attention Deficit/Hyperactivity Disorder (ADHD) is one of the most common childhood mental disorders. It usually lasts into adulthood and can have negative impacts on university students. This study aims to gain a deeper insight into Chinese university students with ADHD symptoms, and to design a practical and effective solution to help them with their studies.
Qiuyu Lin
Designing a Mobile App for a National Liver Cancer Registry in Bangladesh
Abstract
Liver cancer is a critical global health concern, particularly in developing countries and low- and middle-income countries (LMIC) such as Bangladesh, where the health infrastructure and public awareness are limited. The increasing incidence of liver cancer in Bangladesh is mainly driven by risk factors such as Hepatitis B and C, liver cirrhosis, and nonalcoholic fatty liver disease. Bangladesh faces significant challenges in combating liver cancer, including a lack of systematic data collection, limited healthcare resources, and low public awareness. A national liver cancer registry could address these challenges by tracking patient data, risk factors, and treatment outcomes. Mobile technology offers a promising solution, as a mobile registry app would enable real-time data entry, improve accessibility in rural areas, and integrate with existing health systems. Therefore, a mobile app ‘LiverCare Registry’ is created that serves as a platform for doctors, researchers, and patients to update medical records, conduct research, and track treatments, respectively. It also includes a chatbox feature for peer communication, enabling patients to connect with others in similar conditions for support. However, the core feature of the app is data collection through a comprehensive liver cancer registration form. The features of the app were initially decided by performing need-finding methods. Then, a low-fidelity prototype was created and evaluated by surveying people to ensure that the app meets the requirements of the people. The survey showed that of the participants who provided their information to us, 92.3% of them were ready to accept and willing to use our app. In addition, they liked the features of the app and felt that this app could actually help them maintain a healthy lifestyle. Then a high-fidelity prototype was created which is yet to be launched as a final product.
Nuha Najibah, Nahin Fatima, Md Alimuzzaman Farsi, Md Abu Sayed, Ashraful Islam, M. Ashraful Amin, Md. Fazal Karim
Early-Stage Development of a Handwritten Prescription Interpretation App for Bangladeshi Citizens
Abstract
In Bangladesh, handwritten prescriptions remain the conventional method of medical documentation, posing major obstacles to accurately interpreting medication information. Due to the diverse styles of handwriting, these handwritten prescriptions are often difficult to understand, which can put the patient’s health at risk. This study presents a novel approach to digitizing handwritten prescriptions using the User-Centered Design (UCD) methodology to develop a mobile application for Bangladeshi citizens. This innovative solution helps Bangladeshi citizens improve access to clear and reliable medication information, reduce errors, and encourage safer healthcare practices. Research objectives include conducting design requirements, need-finding analysis, and developing a high-fidelity prototype. A survey involving a total of 155 participants, in which the insights of the participants were recorded for the features and design requirements of the app to ensure that the app meets the essential requirements of potential users. This process led to the design of a low-fidelity paper-based prototype alongside a high-fidelity digital version. The participants expressed their difficulties in reading handwritten prescriptions independently and their inability to understand the names of the medications and the dosage instructions. Participants preferred features such as daily medication reminders, medication names and dosages, automatic scanning of prescription labels, chat, and voice commands to interact with the Relational Agent, and guidelines for using the app. Using these insights, our high-fidelity prototype, “PresCa”, incorporates key features such as prescription scanning, scanning guidelines, report summary, Relational Agent, check reminder, and configure medicine reminder.
Bushra Rahman, Afsana Rubyat, Mohammad Faiyaz Uz Zaman, Nabarun Halder, Ashraful Islam, M. Ashraful Amin
Banking Innovation vs. Elderly People: The Limits of Mobile Banking and Self-Service Stations-An Empirical Report to Improve Inclusive Design
Abstract
As the adoption of self-service platforms increases, elderly customers often find themselves struggling with usability issues due to the lack of inclusive design practices that cater to their specific needs. This study addresses the interaction challenges faced by senior citizens with self-service banking technologies. Utilizing ethnographic methods and qualitative interviews, our research was conducted over a six-year period in various bank branches across Austria. The study documented elderly customers’ interactions with self-service devices and included interviews with customers and bank staff to understand their experiences and challenges. The findings reveal that senior citizens significantly rely on physical bank branches and require considerable human assistance when interacting with self-service technologies. Many elderly users show reluctance or discomfort with these technologies, citing complex interfaces and insufficient physical support at service points. The data highlight a notable gap in the design of banking technologies that fails to accommodate the needs of older users. It further emphasizes the need for more age-friendly design in banking technology to ensure inclusivity. By integrating clearer instructions, better physical ergonomics, and reliable human assistance, banks can enhance the accessibility of their services for the elderly.
Karin Spevak, Dominik Peter Hoelbing, Dominik Schmelz, Rene Baranyi, Thomas Grechenig
Backmatter
Metadata
Title
Human-Centered Design, Operation and Evaluation of Mobile Communications
Editors
June Wei
George Margetis
Copyright Year
2025
Electronic ISBN
978-3-031-93061-4
Print ISBN
978-3-031-93060-7
DOI
https://doi.org/10.1007/978-3-031-93061-4