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Ecosystem infrastructure for smart and personalised inclusion and PROSPERITY for ALL stakeholders
D206.1 Best ways to engage customers overtime
Project Acronym Prosperity4All
Grant Agreement number FP7‐610510
Deliverable number D206.1
Work package number WP206
Work package title Sustainable Meaningful Consumers‐
Developer Connections (Pull vs Push)
Authors ILUNION Accessibility, studies and projects
(Technosite)
Status Final Version
Dissemination Level Public
Delivery Date 31/01/2015
Number of Pages 73
Ecosystem infrastructure for smart and personalised inclusion and PROSPERITY for ALL stakeholders
http://www.prosperity4all.eu/ 2
Abstract
This document is the first deliverable of work package 206; Sustainable Meaningful
Consumers‐Developer Connections (Pull vs Push), which intends to give a complete and
detailed review of the existing tools and procedures to engage users in the whole cycle of
developing accessible solutions. Apart from the intention of being a full account of tools and
procedures, this report draws a baseline for future P4all developments. These developments
will build up the tools necessary for ending up with a dynamic ecosystem within the GPIII
framework.
Keyword List
[Relation users‐developers, user engagement, production of accessible software, GPIII]
Version History
Revision Date Author Organisation Description
1 28/12/2014 Victor Manuel
Hernández
TECH Initial draft
2 07/01/2015 Ignacio Madrid TECH Correction1
3 08/01/2015 Iván Carmona TECH Correction2
4 12/01/2015 Victor Manuel
Hernández
TECH First Version forwarded to Peer
Review
5 19/01/2015 Mark Ferguson Clevercherry First peer review
6 26/01/2015 Vivian Vimarlund Jönköping
International Business
School (JIBS)
Second peer review
7 29/01/2015 Victor Manuel
Hernández
TECH Final Version
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Table of Contents
Executive Summary ............................................................................................................ 8
1 Introduction ........................................................................................................... 10
2 Methodology .......................................................................................................... 14
2.1 Desk Research ............................................................................................................ 16
2.2 Virtual Ethnography ................................................................................................... 17
2.3 Observation ............................................................................................................... 17
2.4 In‐depth interviews ................................................................................................... 20
2.4.1 Profiles ................................................................................................................ 21
2.4.2 Ethical Issues ...................................................................................................... 22
2.4.2.1 Informed Consent ....................................................................................... 23
2.4.2.2 Data handling and privacy .......................................................................... 23
2.4.2.3 Personal Safety and Accessibility ................................................................ 23
2.4.2.4 Compensation ............................................................................................. 24
3 Results of Components (Virtual Ethnography and Desk Research) .......................... 25
3.1 Validation ideas portals ............................................................................................. 25
3.1.1 Innocentive ......................................................................................................... 25
3.1.2 Yet2 ..................................................................................................................... 26
3.1.3 Ninesigma and NineSights ................................................................................ 27
3.1.4 Grabcad .............................................................................................................. 27
3.1.5 AutoHarvest........................................................................................................ 27
3.1.6 Pickfu .................................................................................................................. 27
3.1.7 Ideas4all.............................................................................................................. 27
3.1.8 Hackforgood ....................................................................................................... 28
3.1.9 Nuez .................................................................................................................... 28
3.1.10 Uninnova Network ............................................................................................. 28
3.2 User groups ................................................................................................................ 28
3.2.1 Yahoo and Google groups .................................................................................. 29
3.2.1.1 Access for the blind ..................................................................................... 29
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3.2.1.2 Tifloclub Hispania ........................................................................................ 29
3.2.1.3 DEAF‐UK ..................................................................................................... 30
3.2.1.4 Disabiltiy PC Tech ....................................................................................... 30
3.2.1.5 Sordos, hipoacusicos juntos ........................................................................ 30
3.2.1.6 Lisorci .......................................................................................................... 30
3.2.1.7 Apple Vis ..................................................................................................... 30
3.2.2 Audio/Video‐chats .............................................................................................. 31
3.2.3 Quora .................................................................................................................. 31
3.2.4 Social Network Groups ....................................................................................... 31
3.3 Crowdfunding & Crowdsourcing ............................................................................... 32
3.3.1 Kickstarter .......................................................................................................... 33
3.3.2 Indiegogo ............................................................................................................ 33
3.3.3 RocketHub .......................................................................................................... 33
3.3.4 CofundOS ............................................................................................................ 34
3.4 Developer´s Communities ......................................................................................... 34
3.4.1 Github.com ......................................................................................................... 34
3.4.2 bitbucket ............................................................................................................ 35
3.4.3 Sourceforge ........................................................................................................ 36
3.4.4 Stackoverflow ..................................................................................................... 36
3.4.5 Ux.Stackexchange ............................................................................................... 37
3.4.6 nscodecenter.com .............................................................................................. 37
3.4.7 Android Fora ....................................................................................................... 38
3.5 Evaluation & user feedback tools .............................................................................. 39
3.5.1 Tender ................................................................................................................ 39
3.5.2 GetSatisfaction ................................................................................................... 40
3.5.3 Colabo ................................................................................................................. 40
3.5.4 Helpshift ............................................................................................................. 40
3.5.5 Apptentive .......................................................................................................... 40
3.5.6 Morae ................................................................................................................. 41
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3.5.7 LiveLook .............................................................................................................. 41
3.5.8 Open VULab ........................................................................................................ 42
3.5.9 Skype .................................................................................................................. 43
3.5.10 ClickTale Beta ..................................................................................................... 44
3.5.11 UZ Self‐Serve Edition .......................................................................................... 44
3.5.12 WebEffective ...................................................................................................... 45
3.5.13 m‐pathy .............................................................................................................. 45
3.5.14 ChalkMark .......................................................................................................... 46
3.5.15 SMT (Simple Mouse Tracking) ............................................................................ 47
3.5.16 Loop11 ................................................................................................................ 47
3.6 Analysis of Tools results ............................................................................................. 47
4 Observation and In‐Depth interviews results ......................................................... 50
4.1 Guadalinfo Centres Results ....................................................................................... 50
4.1.1 Facilitators .......................................................................................................... 51
4.2 Interviews in FSC ........................................................................................................ 52
4.3 Needs ......................................................................................................................... 53
4.4 Navigation and use patterns ..................................................................................... 55
4.5 Challenges and obstacles ........................................................................................... 56
5 Personas, Scenarios and Requirements for Prototyping ......................................... 58
5.1 Personas..................................................................................................................... 58
5.1.1 Individuals at Organisations ............................................................................... 58
5.1.2 Users and Carers (relatives) ............................................................................... 59
5.1.3 Advanced users .................................................................................................. 59
5.1.4 Software Developers .......................................................................................... 59
5.2 Scenarios .................................................................................................................... 59
5.2.1 Scenario A‐YouTube for colorbind App .............................................................. 59
5.2.2 Scenario B‐Capturing Accessibility Bugs ............................................................ 60
5.2.3 Scenario C‐Looking for haptic communication developers ............................... 60
5.2.4 Scenario D‐Augmented reality for work ............................................................ 60
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5.2.5 Scenario E‐Object recognition app ..................................................................... 60
5.3 Requirements ............................................................................................................ 60
6 Conclusion .............................................................................................................. 63
7 Bibliography ........................................................................................................... 64
8 Annex ..................................................................................................................... 65
8.1 Online Ethnography selected material ...................................................................... 65
8.1.1 Testing input ....................................................................................................... 65
8.1.2 User input and ideas validation .......................................................................... 66
8.1.3 Crowdfunding input ........................................................................................... 68
8.1.4 User engagement input ...................................................................................... 68
8.2 Inquiry mail ................................................................................................................ 70
8.3 Informed Consent ...................................................................................................... 70
8.4 Interview Script .......................................................................................................... 71
8.5 Observation items ..................................................................................................... 72
List of Tables
Table 1: Deliverable Objectives ................................................................................................ 10
Table 2: Techniques related to objectives ............................................................................... 15
Table 3: User Profiles ............................................................................................................... 21
Table 4: Social Network groups of different disabilities .......................................................... 32
Table 5: Needs Synthesis .......................................................................................................... 54
Table 6: Navigation and use patterns synthesis....................................................................... 55
Table 7: Challenges, obstacles and barriers synthesis ............................................................. 57
Table 8: Requirements table .................................................................................................... 61
Table 9: Virtual ethnography material (testing input) ............................................................. 65
Table 10: Virtual ethnography material (user input and ideas validation) ............................. 66
Table 11: Virtual ethnography material (Crowdfunding input) .............................................. 68
Table 12: Virtual ethnography material (user engagement input) ......................................... 68
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Table 13: Observation items table ........................................................................................... 72
List of Figures
Figure 1: Traditional flow between users and developers ....................................................... 11
Figure 2 Actions flow in the user and development connection ............................................. 12
Figure 3 Relation of actions covered and intended components to be developed ................. 13
Figure 4 Triangulation paradigm of research techniques ....................................................... 16
Figure 5 Picture of Cartama Guadalinfo Centre during observations ...................................... 20
Figure 6 Innocentive Screenshot .............................................................................................. 26
Figure 7 Github screenshot ...................................................................................................... 35
Figure 8 Bitbucket Screenshot ................................................................................................. 35
Figure 9 Sourceforge screenshot ............................................................................................. 36
Figure 10 Stackoverflow screenshot ........................................................................................ 37
Figure 11 Nscodecenter screenshot ......................................................................................... 38
Figure 12 Android Forum screenshot ....................................................................................... 39
Figure 13 Morae screenshot .................................................................................................... 41
Figure 14 LiveLook screenshot ................................................................................................. 41
Figure 15 VULab screenshot ..................................................................................................... 43
Figure 16 Skype screenshot ...................................................................................................... 43
Figure 17 ClickTale screenshot ................................................................................................. 44
Figure 18 UZ self‐serve testing screenshot .............................................................................. 44
Figure 19 WebEffective screenshot ......................................................................................... 45
Figure 20 M‐pathy screenshot ................................................................................................. 46
Figure 21 ChalkMark screenshot .............................................................................................. 46
Figure 22 Simple Mouse Tracking screenshot ......................................................................... 47
Figure 23 Picture during an observation in Cártama .............................................................. 50
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Executive Summary
Scope: This document is the first deliverable of work package 206; Sustainable Meaningful
Consumers‐Developer Connections (Pull vs Push), which intends to give a complete and
detailed review of the existing tools and procedures to engage users in the whole cycle of
developing accessible solutions within the GPII scheme. This initial effort will determine the
components developed in further tasks and activities.
Methodology: The methodology used was a triangulation of the following techniques;
virtual ethnography, desk research, observations and in‐depth interviews. Virtual
ethnography and desk research was mainly used in order to capture what developers think
and use in order to engage customers. The main sites navigated for this virtual ethnography
were Quora, Stackoverflow, Nscodecentre and Ux.stackexchange., later on through desk
research, all the tools mentioned were researched and described in this deliverable. On the
contrary, observations and in‐depth interviews were made in two Guadalinfo Centers1,
where the elderly and people with low digital literacy learn about computers. Parallel to this
field research, more in‐depth interviews were made to a set of disabled people users of
ONCE Foundation job recruitment services. These two techniques were useful in order to
see what users want in relation to technology and software, whether it fulfilled their needs,
challenges, obstacles and navigation patterns. Nonetheless the field work, due to the early
stage of the project was mostly exploratory.
Results: The results are expressed in three different parts. The first one related to the set of
tools and opinion about these tools given by developers as a product of the virtual
ethnography and desk research. The second one accounts for what users have expressed in
the in‐depth interviews and observations, the content is related to basic research about
technology, desires, needs, current use, etc. Finally as a synthesis of all results a set of
personas, scenarios and requirements are drawn in order to tailor the findings with the
Prosperity4all WP206 intention of building a set of tools that connect customers and
developers effectively. The core tools behind all the components suggested to be developed
are based upon three concepts; survey tools, user panel repository and connection with the
main sites, communities, social networks, etc.
Main Barriers: The main barrier found in this research involves the connection of both parts
of the research users & developers due to the fact that both are inserted in different
dynamics and contexts. The study directed to users undertaken through in‐depth interviews
1Guadalinfo Centres were born as an initiative of the Andalusian Government which consisted of opening a public hub with computers allocating equipment and teachers in villages with less than 20000 inhabitants and deprived areas.
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and observation was a exploratory effort useful to frame some concepts but not enough in
itself to generalise results to the average user. A second barrier was found when deciding
the user profiles and the validity assessment of the field work results. This was solved
acknowledging the exploratory nature of the field work in this initial stage and using the
input for framing new questions, hypothesis and generalisations.
Lessons learned: Virtual ethnography is a useful and singular new method that even though
it is confined to internet, enables the researcher to look at a full universe of profiles and
interactions, most of the times ordered (semantically, numerically, etc). There is still a lot of
work to do for working on incentives and motivations of users to participate in development
& research tasks with developers
Conclusions: This deliverable gives enough account on the main ways in which customers
can be engaged over time. This is done by looking at the main tools that enable that
connection in all stages (idea validation, users/developers communities, funding by the
crowd and testing). Moreover an exploratory field research is done by observing and
interviewing a set of users clarifying what is the current baseline in relation with technology,
feedback and feed forward, etc.
Recommendations: This deliverable and its different parts, responding to different methods,
should be understood in the following way: The results accounting for a set of tools,
communities and schemes (i.e Crowd funding) are the solid foundations of what is on today
in the field of relations consumer‐producer of software. On the contrary, field work is seen
as basic science in order to capture user needs, navigation patterns, challenges, interactions,
etc. The link between parts, the solid and the exploratory is marked by the definition of
personas, scenarios and requirements done by the researchers. This last linking exercise has
followed and inductive linear approach from personas, scenarios and requirements.
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1 Introduction
Prosperity4all focuses on developing the infrastructure to allow a new ecosystem to grow;
one that is based on self‐rewarding collaboration, that can reduce redundant development,
lower costs, increase market reach and penetration internationally, and create the robust
cross‐platform spectrum of mainstream and assistive technology based access solutions
required. This will be done through a process based on true value propositions for all
stakeholders and resulting in a system that can profitably serve markets as small as one, at a
personally and societally affordable cost.
This infrastructure will use cloud, crowd, game and smart technologies, to bring new players
with both low and high technical skills into the development and delivery ecosystem,
introduce accessibility as a ubiquitous service. It will combine auto‐configured access
features built into mainstream products with assistive technologies and services to create
the rich milieu of options needed to bring this diverse population of populations into our
digital future
This deliverable is the first one of WP 206 Sustainable Meaningful Consumers‐Developer
Connections (Pull vs Push). WP206 will have as a result a set of tools and components that
will enable the self‐reproduction of the GPII by creating an ecosystem of participation,
production and consumption of accessible software services.
According to the Document of Work, this deliverable comprises the work for Task 206.1
which consists of studying the feedback and feedforward needs and preferred modalities.
The problematic presented in the document of work explains that nowadays, developers do
not have suitable tools to gather feedback and feedforward information. On the user sides
they feel unheard and excluded. This task and deliverable, shows an inventory of tools that
enable those actions as a state of the art report, as well as a field study which consisted on
observing and asking the relation of users with technology targeted at their hypothetic
communication with developers. In short, this activity intends to determine the best ways to
engage customers over time by finding the intersection between users and developers.
Table 1: Deliverable Objectives
Nº Objective
O1 To capture what consumers want with regard to the ability to provide feedback
to developers and input that would direct future development efforts,
intersected with the developers’ needs of information.
O2 To identify what tools of channels or methods are that different consumers or
types of consumers prefer to use, intersected with developers preferred
mechanism to obtain it.
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Nº Objective
O3 To assess the connection of future P4all developments with social networks.
O4 To identify developers needs in future development efforts
Therefore the mission of the following research is to deepen into possible ways to engage
customers along the whole value chain. This means conveying appropriate feedback for
developers in time as well as user requirements. Currently the connection between end
users is rather poor in all its aspects (requirements generation, testing, validation, etc.).
Developers have an idea and build up a system or a feature, end users try to appropriate
that technology and communication remains very limited. As it can be seen in the following
figure this relation is generally indirect and unidirectional towards the object (software),
rather than between stakeholders.
Figure 1: Traditional flow between users and developers
In the scientific work of this deliverable there are two distinctive spheres or layers that
correspond with the fulfilment of O1 and O2. On the one hand in order “to determine what
consumers want with regard to the ability to provide feedback to developers and input that
would direct future development efforts, intersected with the developers’ needs of
information” users will be asked and observed in order to clarify what the current baseline
of technology use is. Regarding O2, which is to identify what tools of channels or methods
are that different consumers or types of consumers prefer to use, intersected with
developers preferred mechanism to obtain it, this will be done by looking at each
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component in a state of the art. The information about tools will come from virtual
ethnography (what developers say in different for a about these interactions).
Once this deliverable and activity is finished, Technosite developers will start to code in
order to end up with the components P4all suggested in this report. The main hypothesis of
tools described in O2 that will be developed by engineers at the end of this study will consist
of:
Accessible Feedforward mechanism: (tools for gathering new ideas from end‐users)
(For existing products and generic accessibility ideas
Crowd funding schemes for new products/developments
Validation and tuning of ideas with consumers at the early stages,
Evaluation, testing and improvements suggestions of prototypes (mid stage)
Evaluation of product beta (latter stages)
Unification of tools to market place (+rating and feedback)
These components cover a range of flow actions of different nature. They are: Reporting
needs, looking at technical viability, infrastructural (financial) viability, prototyping
development, testing development and validation. In the following figure, these actions are
represented as the needed interactions for a successful accessible software delivery.
Figure 2 Actions flow in the user and development connection
Therefore in the following figure a relation of the aforementioned actions and the actual
Prosperity4all components is drawn.
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Figure 3 Relation of actions covered and intended components to be developed
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2 Methodology
In order to know more about the different existing ways in which users can be involved in
the whole development value chain, first the technical team would like to deepen into the
user and developer ecosystem. This means getting to know their needs, motivations and
capabilities along with the current use of technology the target population does. The
methodology paradigm chosen is triangulation of qualitative methods (interviews,
observation, virtual ethnography and desk research). According to Alan Bryman (Bryman,
2010) , This refers to the use of more than one approach to the investigation of a research
question in order avoid limitations and test variables. In this case, with the objective in mind
to describe the best ways to engage users over time (breaking down all steps, demands,
testing, funding, etc.) and moreover to end up with a set of scenarios and requirements that
can point out the direction in which Prosperity4all system will be developed, four techniques
combined will be in place. These four techniques are desk research, virtual ethnography,
participant observation and in‐depth interviews. Desk research, or research on secondary
sources, has been ideal for an initial mapping and description of the resources and tools
used nowadays. This technique has been useful for defining much of the work done in
online‐ethnography. Furthermore the availability of Guadalinfo Centres2 enabled us to carry
out field work with users in real environments in order to do basic research about user
needs, motivations and so on. In the centres two techniques were applied within the (on‐
site) Ethnography label, participant observation on the one hand and in‐depth interviews on
the other with the same users observed. Finally in order to get feedback from the developer
community, the researchers thought that virtual ethnography around the most visited
developers ‘portals and communities was the most accurate way to get a grasp on their
views. Each technique has been picked up due to the suitability of the object of study. This
combination enables the research to move around different distant layers from basic
(interviews on user needs) to applied research (desk research on existing tools).
The number of participants for each profile is accounted in section 2.4.1 but all in all there
were two groups of people observed (7 elders, 8 people with low computer literacy). These
participants were also subject of an in‐depth interview. Moreover eleven disabled people
were also interviewed, though not observed. Regarding the virtual ethnography, over 70 for
a or conversation threads were followed in 5 online portals. This fieldwork has been
exploratory, therefore the final requirements came from the analytical combination of the
different field techniques and the desk research.
2 Guadalinfo Centres were born as an initiative of the Andalusian Government which consisted of opening a public hub with computers allocating equipment and teachers in villages with less than 20000 inhabitants and deprived areas.
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Table 2: Techniques related to objectives
Technique Explanations Place Objective3
Observations The researcher observed the
interaction of two groups learning
about computers identifying
challenges, common questions, etc
Two Guadalinfo
Centres
O1,O3
In‐depth
interviews
Users will be asked about the
current use of technology,
navigation patterns, needs met by
technology along with obstacle and
how to overcome them
Two Guadalinfo
Centres + FSC
Headquarters
O1,O3
Online
ethnography
This implies looking for online
interaction in the main communities
answering research questions about
the P4all tools
Online communities of
developers
(Github,Stakcoverflow,
Quora,etc)
O2,O4
Desk
Research
The items researched in the internet
will come suggested mainly from
what it was found in the virtual
ethnographic work
‐ O2,O3
3 O1 To determine what consumers want with regard to the ability to provide feedback to developers and input that would direct future development efforts, intersected with the devlopers´needs of information. O2 To identify what tools of channels or methods are that different consumers or types of consumers prefer to use, intersected with developers preferred mechanism to obtain it. O3 To assess the conection of future P4all developments with social networks. O4 To identify developers needs in future development efforts
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Figure 4 Triangulation paradigm of research techniques
2.1 Desk Research
This initial activity has consisted in a systematic review of existing tools and components.
Apart from looking for the components on specific portals, we paid attention to what has
been considered as informal source of information such as blogs. The blogs consulted have a
good natural SEO position therefore this makes them a reference to consider in such a study.
The main input for this desk research has come initially from the virtual ethnography. This
input has enabled us to frame the fieldwork as well as the personas shaping since there is a
direct connection between this task and the requirement generation phase. Research on
different tools has been done according to the results obtained during the online
ethnography process due to the expert knowledge of different portals and fora consulted.
Deepening in the areas addressed by this Work Package will enable the researcher to get
enough expertise to locate where the added value of the final components is. This desk
research includes scientific articles, official statistics, dataset produced by research and
dissemination magazines and websites. The main items of customer engagement identified
in the DoW for this research are the following:
• Accessible Feedforward mechanism: (tools for gathering new ideas from end‐users)
(For existing products and generic accessibility ideas)
• Crowd funding schemes for new products/developments
• Validation and tuning of ideas with consumers at the early stages,
• Evaluation, testing and improvements suggestions of prototypes (mid stage)
• Evaluation of product beta (latter stages)
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• Unification of tools to market place (+rating and feedback)
In short, the main classification will consist of accessible feedforward mechanisms basically
concerning user´s communities, accessible feedback mechanisms concerning remote testing
and finally the most important crowd funding schemes.
2.2 Virtual Ethnography Virtual ethnography concerns the study of a culture or context placed in the cyberspace.
Virtual Ethnographers take part of the culture by observing and participating in those
targeted online communities. This kind of ethnography presents fewer burdens than the
traditional one and can be done without changing the normal environment of the researcher
(Kozinets, 2010). For this study, the researcher has logged in users and developers online
communities. The main portals used were Quora, Stackoverflow, nscodecentre and
Ux.stackexchange. The target of this ethnography is to understand what the drivers,
motivations and methods of communication those individuals have in relation to the object
of study. Many tools have been discovered through this method. The data has been captures
captured in a field diary including all the typed interactions along with the links. Participation
on the research side has been rather limited due to the initial lack of familiarity and sense of
urgency given by the researcher. When first logged in in order to present the problem and
ask some questions, the researcher realized that most questions were already asked and
different related threads already existed. Moreover you had to contribute in order to gain
kharma/reputation (rights). Therefore, for the sake of the research, this task was limited to
looking for the threads concerning this study and extracts them in a separate diary.
Nonetheless, despite the initial apparent failure, all the items of the research were properly
questioned, answered and curated by users (mostly developers) themselves. All main
questions were found properly rated and curated. The main portals used were Quora,
Stackoverflow, nscodecentre and Ux.stackexchange. The questions typed were very straight
forward as it can be seen in the annex where the highlights are conveyed.
2.3 Observation As a cornerstone of the ethnographic research, participant observation consists of “the
systematic description of events, behaviors and artifacts in the social setting chosen for
study” (Buchanan, 1988). This has been a primary method in anthropology in which the
researcher used to live for a period of time with the culture studied. In this case in order to
deepen into the user´s motivation, drives, and challenges, the researcher attended various
computer learning sessions organized in Guadalinfo Centres in Málaga villages observing the
main interactions of users with technology and the environment. The observation of these
sessions enabled the researcher to overcome the usual barrier of seen the user as an
isolated lonely figure. On the contrary a natural environment of users learning about
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operating with a computer was there. According to literature in the ethnographic research
the role of key informants is essential (Clifford, 1997). Key informants served as a gate and
primary source of knowledge. The main hypothesis and the research storyline is very much
marked by them. In this case, our key informants were the Guadalinfo center facilitators.
Each facilitator is in charge of a centre, leading the main activities and establishing contact
with users. They intuitively know the user needs and at the same time are familiar with the
technical and research jargon. Therefore prior to the actual participant observation an in‐
depth interview with each facilitator is the corner stone of the research development. Both
facilitators were very useful in this observation by naturalizing our presence, explaining our
role and guiding us through our research. After an initial interview with both, explaining the
project and research objectives the main variables were defined. Both facilitators explained
the technical team all the background about Guadalinfo Centres and more importantly
about the local community in which the centres were located. On the one hand, Pizarra´s
facilitator explained that in the centre most of the users were elderly people or people in
their middle age who are not very confident about their computer skills. Pizarra is a village
almost 30 kilometers from Malaga mainly agricultural and with little industry.
Unemployment is very high and many people are used to commute to Málaga for work. In
this Pizarra centre there is a group of mentally disabled people who are institutionalized but
according to the facilitator they are not taught anything about technology since they just
play simple video games set by Juan Antonio himself, therefore there was little to research.
All in all the final agreement between the key informant and the researcher was that in
Pizarra two routine sessions with a group of elderly will be observed.
The second village with a Guadalinfo centre in which field work was undertaken is Cártama.
The village is divided into two, on the one hand the historical old village and opposite to it
what it used to be the area where the railway station was placed. The second one is twice as
big as the first one. This centre is in the township headquarters where there are other free
activities. The Guadalinfo room of both places is almost identical without purpose. The
centre facilitator offered the researcher also to be present in two sessions with beginners
(low computer literacy), all of them under 50. Nonetheless the computer literacy was higher
in Cartama also due to the younger average age. All the disabled people who had been users
of this centre are already in similar activities organized by disabled organisations. The
facilitator was familiar to assistive technology and showed the researcher a vast amount of
hardware assistive devices in order to adapt any computer if needed. All centres had a set of
adaptations as well as open source screen readers even though not many made use of them.
Due to the fact that the main research question cannot be answered straight away just by
asking or even merely by observing, an initial set of variables were defined and coded first.
Therefore the initial research questions to address are the following:
What are the user needs?
How are they been fulfilled?
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What are the user motivations?
What are the user capabilities?
What are the user current technology use patterns?
Following the concept of natural navigation, our aim is to bridge the gap between the
natural navigation of users (Facebook, Google, and Hotmail) to the unmet needs or retained
capacities. As it was stated previously, the ethnographic method is more appropriate since it
does not isolate them in the lab. Nonetheless it was obvious during the research that the
final interaction with the technology is carried out by the individual user, and culture may
condition hence it is not a driver per se in this process. By mapping what are the main user
needs offline along with their motivations and capacities, the gap between the current
technology use and those can be identified. Not forgetting that the ultimate objective of this
research is to locate and design ways of user involvement for developers, the current
situation and potentialities of these users has to be assessed. This stage of the research is
very basic but necessary in order to know the average user in real environment, to end up
with requirements from this research is a huge challenge that will be bridge with desk
research and online ethnography where many experts interact in different communities. The
data was collected in different ways. Starting as any ethnographic study, the researcher
mingled in the ecosystem participating in their daily activities. The first impressions and the
relations with the research questions, its framework and possible methodology
modifications, were done in a field diary. Nonetheless, in Annex 8.5, the observation items
along with the researcher´s template can be found.
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Figure 5 Picture of Cartama Guadalinfo Centre during observations
2.4 In-depth interviews
Conducting in‐depth interviews is a qualitative method used in social sciences and in the
area of informatics, especially to capture requirements. Opposite to questionnaires or
structured interviews, there is not a limited set of questions or answers. Nonetheless a script
with the main issues to be touched by the interviewers is produced. Therefore this format is
flexible enough to allow new variables to be brought up. The Interview Script functions as an
interview guide where topics are grouped. This enables the researcher to respect the
conversation flow without tight constrains therefore adapting the research to the context,
situation and other characteristics of the interviewee. The main objective of these interviews
related to the project as such is matched with Objective N1: To determine what consumers
want with regard to the ability to provide feedback to developers and input that would
direct future development efforts, intersected with the devlopers´ needs of information. In
order to fulfil this objective, basic research was done in order to see what users’ needs may
be fulfilled with technology, what are their main navigation patterns, how they interact
when obstacles or challenges are faced, etc.
There were a total of 26 interviews made to three different groups. In one instance Pizarra
users who were people over 45 years old, in the other, Cartama users who were below 45
years old (mostly) and, finally, eleven users with different levels of disability provided by
Fundosa Social Consulting ( a recruitment firm focused on disabled workers). The sampling
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of both Guadalinfo groups was somewhat casual, adapting the research to the Guadalinfo
pre‐existing groups whereas for the group of people with disabilities, a coordination work
was done with Fundosa Social Consulting technical team. The profile definition for
recruitment given to them was a combination of people with different visual, hearing and
cognitive impairments. The participants needed to have at least a medium level of computer
literacy (everyday use of smartphone/computer) and the sample had to be somewhat
diverse. Two types were defined (severe/mild) for each profile. Regarding mobility problems,
it was defined to be upper limbs associated. The final profile result was the following.
2.4.1 Profiles
The user segmentation intended to be evenly distributed among the different profiles used
for these tests, covering Visual, Hearing, Cognitive and Mobility impairments. These are the
user profiles scheduled for interviews with the aid of FSC (Disabled worker´s recruitment
consulting) a partner company of Technosite. Due to the uncertain availability of disabled
people and the lack of details about each user in the data base they use for calling them, the
technical team could only ask for distribution as even as possible of those profiles as well as
a high variety of them. Along with these instructions, computer literacy of these disabled
people should be at least medium (everyday use of computer, smartphone).
Regarding the users of Guadalinfo centres, the technical team was not able to choose or
segment them since there were only two groups, one for computer literacy and other
composed by elderly.
Table 3: User Profiles
Profile Number Sub description Techniques
Visual impairments 3 1 Total/ 2 Partial (need of
magnifying software)
Only interview
Hearing impairments 2 Lip readers (Both) Only interview
Cognitive
impairments:
intellectual disabilities
and specific learning
difficulties
4 2 Borderline/1 dyslexia/1 Down
Syndrome
Only interview
Mobility problems 2 Upper limbs Only interview
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Profile Number Sub description Techniques
Other profiles
(including
combinations of
disabilities, older
people and low digital
literacy)
7
(Elderly)
+8 (Low
Computer
literacy)
The elderly belonged to Pizarra
Centre whereas people with low
computer literacy attended
Cártama´s one. ‐
Interview +
Observation
Guadalinfo Facilitators 2 ‐ Interview +
Observation
2.4.2 Ethical Issues
The ethical issues of this specific part of the research have been considered within the
Cloud4all framework and according to the Ethics Manual for Prosperity4all called “D501.2‐1
GPII Ethics Manual” There are two ways in which ethical issues are considered. One in which
the involvement of users, developers, stakeholders is key and the other related to the
consequence of the research itself. The importance of these matters is enough to build up a
management structure in charge of foreseen ethical issues.An Ethics Advisory Board has
been established within Prosperity4all. The creation of this board has run parallel to the
research work undertaken for this report. All relevant have been checked ethically
highlighting some questions such as privaciy, safety, compensation etc.
Ethical concerns are very important for this research mostly due to the designed techniques.
Ethnographic studies encounter ethical challenges throughout the whole cycle. There are
different aspects in each stage (Buchanan, 1988). The present notes have been taken from
the Cambridge University website in the ethnographic section: As a foreword, it is important
to highlight that this ethnographic research with users in real and learning environments
attempts to know in‐depth user needs, motivations and current use of technology.
Therefore, there is no need to do covert research impersonating a different role than a
researcher. The transparency used for approaching users will not affect the study quality. As
a general rule, the researcher who is going to mingle with users will be presented as such
since the beginning. Moreover the researcher trusting in its own social skills will treat
everyone with empathy and openness as the ethnographic etiquette prescribes. They have
facilitated the contact of two facilitators from two centres (Álora and Pizarra). A simple
document containing these issues will be handed to Fernando de los Ríos Consortium. In
case of access of any backstage knowledge by the researcher he must treat this information
as confidential. Nonetheless if the information endangers other users´ physical or mental
integrity, this information will be reported to the person in charge of the centre (facilitator)
or Fernando de los Ríos Consortium´ contact. Regarding interviews with disabled users
facilitated by Fundosa Social Consulting partners, they were firstly identified in their
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database. Later on they received a call in order to invite them to participate in an interview
where all the information was given (purpose, place, estimated duration, etc). If they
answered affirmatively, they were asked for consent to transfer their telephone number to
Technosite researchers in order to appoint the date and arrangements. In the appointment
call, all the information was given again asking for any accessibility or special arrangement.
2.4.2.1 Informed Consent
An informed consent form was handed to every user when the in‐depth interviews took
place. The structure of the document starts with an explanation of the project purposes as
well as the purposes of the interview. A mention on the data handling and the possibility to
cease at any time is also in the form. It was explained also that the socio‐demographic
information may be publish giving them the choice to code or change their name when
publishing that data. There were no incidences in this initial part of the interview apart from
the fact that the informed consent for the blind person was recorded whereas the one
signed by the person with Down syndrome was signed by him and his companion (father).
2.4.2.2 Data handling and privacy
Regarding the data handling and privacy of user input, all captured personal data was and is
treated under the rule of the Spanish Organic of Personal Data Protection 15/99. In the final
Annexes 8.3 and 8.2, all documents of informed consent and inquiry letter can be found.
Even though this research is framed within the GPII scheme, no data has been stored in the
cloud. Nonetheless during observation the researcher has been able to see what users did
on their computer. Apart from being aware of my presence as a participant observer, no
record of the users was made public. The researcher only recorded their first name and
surname during the interview, therefore the data protection only concerned the interview
transcription.
2.4.2.3 Personal Safety and Accessibility
The personal safety for the Guadalinfo centres is an issue already addressed by the Fernando
de los Rios consortium (in charge of every centre), and since no new users are called, no
additional measures had to be taken. Both centres are inserted in accessible community
buildings of the town hall. A whole set of different assistive technology devices are part of
each Guadalinfo centre such as adapted mouse, screen readers installed, etc. Nonetheless
the two groups observed go at least once a week to the computer lessons.
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Regarding the interviews with disabled people, they took place in the local ONCE4 premises
in Malaga. When arranging the interviews, the researchers asked every user about special
adaptations and accessibility issues. The two main remarks were made for the informed
consent by the blind person and the person with Down syndrome. An audio alternative (read
and recorded was found for the blind person and regarding the person with Down
syndrome, his companion (father) was present during the interview and both signed the
consent. Personal safety in the transportation to the Guadalinfo or FSC premises for the
interviews was not contemplated due to the fact that both instituions are known by users
and visiting them is usual for all of them. Guadalinfo users go to the centres weekly and FSC
users go often to the same premises in order to hold interviews or attending courses.
2.4.2.4 Compensation
According to the different nature of the groups, a difference in terms of compensation was
made. Due to the fact that Guadalinfo users are inserted in their usual routine, no
compensation for them was foreseen. On the contrary for the users interviewed at the
ONCE/FSC premises compensation was considered to be important due to the additional
effort employed by them. The compensation consisted of a gift card of 50€ value suitable for
El Corte Ingles (First Spanish mall chain).
4Spanish blind national organisation
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3 Results of Components (Virtual Ethnography and Desk Research)
The following results are grouped around the different components targeted at this work
package expecting to be integrated. They are resulting from a search on secondary sources
as well as from the virtual ethnography effort. After this, prior to the personas, scenarios
and requirements defined, a summary of the observation and interviews results is given.
3.1 Validation ideas portals Regarding the validation of ideas portal, there are different kinds of them. As it has been
suggested by the online ethnography, this concept has evolved from researchers
communities to then communities that offered the solution of some challenges in exchange
for a financial reward (open innovation portals) to finally replace these portals to directly
crowd funding schemes. These kinds of portals have enabled the outsourcing of R&D
capabilities to the brad world. A common feature of them is the presence either of a reward
(monetary in most cases) or a social/community value such as solving problems for certain
types of groups (disabled, low income classes, minorities, etc). This last feature is especially
relevant in the Global Public Infrastructure since the main target are people prone to be left
behind, therefore a sense of community or a solidarity narrative will mark an incentive to
develop, improve or revise something. These portals are different to the crowd funding ones
due to the fact that the challenge is opened by the person/entity demanding the product,
not the developer. The sense of creativity, invention and competition is also an attractive
driver for solving the challenges. The portals that have failed to show incentives, either
monetary or missionary are the ones who look less successful. Nonetheless here there are
the most important ones with an introduction and a short explanation.
3.1.1 Innocentive5
Innocentive is an open innovation company that by giving cash awards, it organizes
“challenge problems” for anyone to solve them. The fields of these challenges may vary from
engineering, computer science, match, physical sciences and businesses. Innocentive retains
part of the award as a commission; they have built up a global network of Solvers as well as
R&D Challenges through their electronic marketplace. The average cost of a Premium
Challenge is $20,000 not including the actual award. In order to avoid competition issues,
companies offering challenges remain anonymous. Solvers can consult all challenges and
submit solutions without any charge. If the Seeker Company is convinced about the
5 http://www.innocentive.com/
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feasibility of a solution, then the Seeker Company provides the pre‐specified award in
exchange for the acquisition of the IP rights. Here is the example of a challenge:
“Standardized testing is a rite of passage, especially for students in the United States.
Previously these assessments consisted of multiple‐choice questions with fill‐in‐the‐bubble
answer sheets. Computer‐based exams are now available, leading to the introduction of
technologically enhanced items that require hand‐eye coordination for successful
completion. The Seeker desires a solution that would allow individuals with motor or visual
impairment to effectively access technology enhanced items independently.”
Figure 6 Innocentive Screenshot
3.1.2 Yet26
Yet2.com is a technology open innovation marketplace that enables all types of technologies
to be bought and sold. Yet2.com network of clients has access to about half of the world´s
R&D capacity through listings on its global marketplace (this claim is made by the company
itself). Patent abstracts are designed to protect an idea from any misuse. Claims of
challenges are as broad as possible. Yet2.com features functional abstracts that have the aim
of marketing the technology. The yet2.com technologies include groups of associated
patents. Finally every technology listed is available for licensing.
6 www.yet2.com
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3.1.3 Ninesigma7 and NineSights 8 NineSigma connects organizations with external innovation resources by the open
innovation principle to accelerate innovation in private, public and social sector. The open
innovation marketplace founded by Ninesigma evolves. Ninesights emerged as an offshoot
company of the latter focusing on specific industries, corporations or causes.
3.1.4 Grabcad9 Grabcad is a company that manages a Collaborative product development tool that enables
producing, viewing and sharing CAD files in the cloud. It started as a community where
professionals uploaded open source CAD models. This is an example of collaborative work
where a wide range of professionals collaborate in solving problems and building up
prototypes. It has now over a million users.
3.1.5 AutoHarvest10 AutoHarvest is a nonprofit that operates a web‐based innovation ecosystem.
AutoHarvest.org was launched in 2012 as a meeting place for innovators and investors. It
curates an innovation hub that provides access to smart‐tools developed by others. There is
an AutoHarvest interes group which is made up of 250 cutting edge R&D and manufacturing
organistaion from the auto industry, government and academia.
3.1.6 Pickfu11 Pickfu is a startup that offers you instant feedback from the general public. This tool enables
you to open a survey and get 50 responses within minutes with complete written
explanations and demographic breakdowns. As it was expressed in some discussions
captured during the online ethnography, this tool is really an overlap of crowdsourcing and
validation that shows what the trend is.
3.1.7 Ideas4all12 Ideas4all is a vertical social network that allows users to share ideas in order to build up the
“Global Brain”. This network enables users to publish, rate and share ideas in different
languages (English, Spanish and Japanese) in order to encourage exchange and knowledge
transfer. Ideas4all is a democratic network where ideas are validated by users, rather than
an expert committee.
7 http://www.ninesigma.com/ 8 https://ninesights.ninesigma.com/welcome 9 https://grabcad.com/home 10 http://www.autoharvest.org/ 11 http://www.pickfu.com/sw 12 http://www.autoharvest.org/
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3.1.8 Hackforgood13 HackForGood is a hackathon on social innovation. They are normally organized in different
cities through their portal and it functions around challenges presented by organizations and
individuals.
3.1.9 Nuez14 Nuez is a Spanish portal that funds social innovation projects. Users rate what projects are
the most innovative or the highest level of community outreach. It has a validation
committee of experts. About one million euros a year is the amount of funding given to
different projects.
3.1.10 Uninnova Network15
This is a Spain based University Network of Accessible Innovation funded by ONCE
Foundation. The main objective is to contribute to the paradigm shitf of Univesity‐Society
relations in order to promote knowledge transfer and collaborative development in the field
of Accessible Technologies.
There are different collaboration schemes that enabled the innovation potential of univesity
researches on the one hand and the knowledge and real demaands of disabled users and
users organisations. UNINNOVA contributes to maximise the social impact of university
initiatives due to its knowledge of disabilties in the early stages of research.
3.2 User groups Hereby in this subsection an account can be found of the most used online communities and
groups of disabled users. It is important to highlight that even though many of them may
seem outdated such as mailing lists or yahoo groups, some communities remain active and
some profiles have a preference for them. Nonetheless as it has been noted in the field
work as well as the desk research, user groups are mostly channelled through social
networks. The exceptions are too specific (such as yahoo and google groups), and even those
exceptions seem to be working to social network integration. Audios and Video chats start to
be grouped around webinars but again, the road is composed by social networks. It is
important to remark one of them, Quora, due to the fact that here users, professionals and
developers interact directly with an increasing rate of use. World renown experts have an
account and interactions are rich. Quora can be accessed also through social networks. As a
matter of fact a huge amount of the material extracted in the virtual ethnography comes
from this network.
13 http://hackforgood.net/ 14 http://www.nuez.es/ 15 http://uninnova.es/es‐ES/Publico/QueEs.aspx
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3.2.1 Yahoo and Google groups Yahoo Groups is one of the largest online fora compilations. Groups are a hybrid internet
tool coming from a forum in strict sense and a mailing list. Therefore, the mail can be used
as a posting and reading tool parallel to the usual forum dynamics.
The nature of yahoo groups are endless as well as their dynamics. Feeds can be enabled,
access can be either public or restricted and posting rights can be only entitled to
moderators. Similar to yahoo groups there are two modalities of discussion on delivered via
e‐mail and the other via web interface. The first one acts as a mailing list and the second
kind are Usenet groups, being Google Groups the gateway and the archive. Registered users
can set up mailing lists hosted elsewhere. They became fully operational at the beginning of
2001 when Deja´s Usenet was acquired by Google (Deja News started in 1995).
3.2.1.1 Access for the blind16 Access for the blind is a list dedicated to serve as a forum for discussion by and for people
with visual impairments and blindness. The list is to help keep people informed on changes
in the field of adaptive technology, technical support for adaptive technology and to help
serve as a user testimonial of the products for the blind and visually impaired. Topics include
JAWS for Windows, Window Eyes, and Atlas talking maps, Braille embossers, the Braille 'n
Speak and OCR reading systems (Open Book and Omni Page Pro). They are also setting up a
voice chat room in the near future for an on‐line chat about adaptive technology.
3.2.1.2 Tifloclub Hispania17This is a moderated list concerning technology for blind and people with visual impairments
targeted to the Spanish speaking world. This group is for blind and visually impaired people,
as well as their families and friends, and those who work with blind and visually impaired
people, and those who have a genuine interest in the well‐being of people who are blind or
visually impaired who want to discuss issues relating to blindness and/or visual impairment,
from issues of day to day life, to issues of finding employment, to issues such as the newest
assistive and/or medical technology. This is the most used mailing list related to technology
and visual impairments. The average of messages a month is over 200 and is definetly up to
date with accessibility for blind people and people with visual impairments.
16 https://groups.yahoo.com/neo/groups/accessfortheblind/info 17 https://es.groups.yahoo.com/neo/groups/tifloclub‐utlai/info
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3.2.1.3 DEAF-UK 18 DEAF‐UK is a Discussion/Email Group for Deaf. Deaf‐UK has become a valued part of the
Deaf/BSL Community, and now has over 2,600 members. The membership is restricted to
users invited. This group has its own website even though it still functions as an email group.
The group was founded in 1999 and for many years it has represented the centrality of
online information and interaction of DEAF people in the UK and the English speaking world.
Looking at the activity, it has been declining in the last years, even though it looks that the
creator/curator updates useful information for deaf people from social network to these
groups.
3.2.1.4 Disabiltiy PC Tech 19 The primary concept of this community is providing necessary technical support of computer
hardware ‐ software related problems for Persons with Disabilities. Not only do they deal
with disability issues, but their main tool and precious resource computers can fail when
least expected. Disability PC Tech Team will instruct members with essential Internet Tools,
and Web 2.0 Knowledge Services to make computers a less frustrating experience.
3.2.1.5 Sordos, hipoacusicos juntos20 This group is made up of people with hearing impairments or their relatives in order to
establish links, share knowledge etc. This group is moderated. The group is targeted at the
Spanish speaking world. The creators and moderators are from Argentina but they cover the
whole of South America and Spain. The activity of this group has also been on decline. The
approach of this group is related to technology and psychological support. This group does
not receive updated content from social networks.
3.2.1.6 Lisorci This list is about aids to blind‐deaf users. The main entity involved is ASOCIDE which is a
reference in the Spanish speaking world for this impairment. This group has coached many
blind‐deaf people in the use of technology.
3.2.1.7 Apple Vis Applevis is a site for Apple environment users (iPhone, iPad and iPod Touch) with some
visual impairment. Content is generated by users. There are multiple was to access and post
relevant information concerning accessibility for Apple gadgets. Moreover AppleVis intends
18 https://groups.yahoo.com/neo/groups/deaf‐uk/info 19 https://groups.yahoo.com/neo/groups/DisabilityPCTech/info 20 https://ar.groups.yahoo.com/neo/groups/Sordos‐hipoacusicos‐juntos/info
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to raise awareness of the accessibility of iOS in order to not leave anyone behind Apple´s
developments.
3.2.2 Audio/Video-chats “I will never forget the day when Shout cast was released. On that day, I realized that this
was going to be huge for the blind community. Broadcasting over the Internet had been
democratized.” Jonathan Mosen 21(Fredshead Blindness Blog)
Due to accessibility and usability reasons many users such as users with hearing and visual
impairments started to use the Skypecast services (not anymore available). Skypecast was a
service provided by Skype which enabled group conversations up to 100 users. Those
Skypecasts were moderated by an administrator. The service to lead and open a
conversation was free. The service could be plugged in to blogs in order to join a
conversation through a simple click. The service was shut down in 2008, even though some
alternatives eroded such as Skype multiparty call, CalliFlower and HiDef conferencing22.
Nonetheless the main scheduling is made from user community groups and social network
groups.
3.2.3 Quora23 Quora is a social network based on questions, answers and more importantly, their
moderation. Questions are aggregated to topics. This network is really in between a
crowdsourcing, validation portal and a users´‐developers’ portal. Quora login can be done
with Google, Twitter and Facebook accounts using OpenID Technology. Many gurus of
different topics are members of the network. The largest Quora group is in Silicon Valley.
Quora has a marked biased towards tech issues. This portal has been a corner stone in our
task of virtual ethnography and within our taxonomy; Quora is a user & a developer´s group
at the same time.
3.2.4 Social Network Groups Social Networks are in most cases the primary internet gateway. Disabled users gather also
to discuss their concerns creating groups (public and private). Surprisingly, the turn up is not
massive as it could be presumed. These communities remain rather familiar for actual users
and some important insights have been very useful regarding certain segments for this
project. Nonetheless some timid interaction between end users and developers has been
seen through the virtual ethnography work. Massive social networks, such as Goggle + and
21 http://www.fredshead.info/2006/05/skypecasts‐and‐blind‐community.html 22 http://voiceontheweb.biz/skype‐world/skype‐markets‐skype‐world/skype‐for‐business/alternatives‐to‐skypecasts/ 23 www.quora.com
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Facebook show potentialities due to the fact that different profiles can meet there. If these
social networks belong to the normal navigation pattern of most people, the interaction
intended with P4all should be taken from there.
Table 4: Social Network groups of different disabilities
Group Name Social Network
Deaf Equality & Accessibility
Forum
Moving Forward ‐ The
Disability Forum about
Media Access Office
Drupal Accessibility Facebook
Web Accessibility Facebook
Forum For Blind Facebook
Users
Blind Accessible Technology Google +
Deaf Accessible Technology Google +
3.3 Crowdfunding & Crowdsourcing Crowdfunding schemes are based upon the concept of collecting financial resources in
smaller amount than usual but by a large number of people. They have been popular in the
last 5 years due to the interconnection of the World Wide Web even though their origins
date back to the 17th century where funds were collected from the crowd to print books.
There are three kinds of crowdfunding depending on the reward given from the money
handed by backers:
Donation based: The main reward is abstract consisting on supporting a cause or
belonging to a community. Moreover a mentioning of gratitude or a small gift are
popular ways to acknowledge the backer.
In‐Kind based: The reward is normally a product or a clear pre‐order
Credit based: The reward is given by an interest rate in exchange. Therefore this is an
advanced form of risk capital.
Crowdsourcing portals intend to connect professionals and clients in order to hire, show
projects and share networks. Almost all different crowdsourcing platforms function similarly.
They follow a contest scheme. Applicants send some sketch, plan or offer and the client
chooses. Finally, is also feasible to connect a huge number of users to complete micro tasks
in order to review, add little content or accomplish some work in the style of Wikipedia. This
is relevant to our case, since accessibility compliance can be done by users and users as such
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can report problems, review, etc. Therefore, a system as such would be highly useful for
Prosperity4all ecosystem
3.3.1 Kickstarter24 Is the world largest crowdfunding platform with over 1.7 million supporters and 5.7 million
projects. The projects funded vary from independent films to music, software and
videogames.
Charity or cause based projects are not allowed, neither no limit funding projects. Each
project has a deadline, if the target is not reached, the money is not collected, this is what is
called “provision point mechanism”. The money is collected through Amazon Payments.
Fees: 5% if you meet your goal plus payment processing fees.
Payments: Amazon Payments
Categories: Art, Comics, Dance, Design, Fashion, Film, Food, Games, Music,
Photography, Publishing, Technology, and Theatre
3.3.2 Indiegogo25 Indiegogo is the main kickstarter competitor just differing from the payment platform and
the fee percentage.
Fees: 4% if you meet your goal, 9% if you don't plus payment processing fees.
Payments: Paypal, ACH, Wire Transfer, or FirstGiving
Categories: Art, Comic, Dance, Design, Fashion, Film, Gaming, Music, Photography,
Theatre, Transmedia, Video, Writing, Causes, and Entrepreneurial (Food, Small
Business, Sports, and Technology)
3.3.3 RocketHub26 RocketHub is a worldwide crowdfunding platform that gained exposure through the A&E
networks. They have empowered businesses, governments, educators, and communities in
over 1,500 projects and are the leaders in crowdfunding education. Currently, the most
funded project to date is Extra Credits, a show about game design and the good games do.
Their goal was $15,000 and they received $153,000 from 3,824 funders. RocketHub's
Success School for insider knowledge and tools that can help you achieve your goals.
• Fees: 4% if you meet your goal, 8% if you don't plus payment processing fees.
• Payments: Secure Check or Digital Payment
24 https://www.kickstarter.com/ 25 https://www.indiegogo.com/ 26 http://www.rockethub.com/
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• Categories: Art, Business, Science, and Social
3.3.4 CofundOS27 Cofundos is a crowdsourcing platform that enables the realization of open‐source software
ideas by organizing contributions and interests of different stakeholders in the area. Some
current projects consist on apps for recognizing the car framing an Android Messenger
Mobile App, an education support network for Deaf people, etc. This tool is interesting due
to the meeting point of advanced users and developers. The incentive schemes are based
around the open‐source community belonging. The only point in which this community
should improve is engaging more users of different profiles, not only open‐source techy
ones. It also has a crowdfunding scheme for bidding on projects
3.4 Developer´s Communities These communities nowadays can be separated into two, on the one hand the ones that are
based upon the repository principle and on the other the fora intended to answer questions.
Nonetheless in almost all repository sites, they include fora, wikis, etc. The dynamism of
these sites is ranked among the highest of any internet community. The expertise comprised
in these communities is also ranked probably the most proficient of any discipline, therefore
these communities are a must for any developer in order to store code and interact with
other fellow colleagues.
3.4.1 Github.com GitHub is a hosting service for code development. It has its own revision control system. The
repository was founded in 2008. It enables the generation of feeds, followers and wikis as
well as the social network graph to show the amount of progress done and pending of a
repository. GitHub integrates also other services such as web analytics
The system has released an open source Mac environment automation tool. Moreover
GitHub also has their standard GUI application available for download directly from the site.
The open source Android app can be found on Google Play.
27 http://www.cofundos.org/
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Figure 7 Github screenshot
3.4.2 bitbucket28 Bitbucket is a hosting service for software development projects. The revision control
systems are Mercurial and Git. The private repositories are not displayed in the profile
pages. There are different free and commercial deals. Repository owners may have more
users in their account.
Figure 8 Bitbucket Screenshot
28 www.bitbucket.org
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3.4.3 Sourceforge29 SourceForge is also a web‐based software development project repository. The main added
value is its centralization for developers to manage free and open source. Once it was the
first repository for open source projects. By the beginning of 2014 it hosted more than
400,000 projects and over 3.5 million users. The access of hosting and tools is free, all
impregnated with the open source philosophy. Some features are project wikis, metrics and
access to a MySQL database. There is a centralized storage and project management tools as
well as revision control systems such as CVS, SVN, Bazaar, Git or Mercurial.
When a project activity rises, the system´s internal ranking system makes it more visible to
other developers. Exposure to a large community of developers can assure the sustainability
of open source projects.
Figure 9 Sourceforge screenshot
3.4.4 Stackoverflow30 Stack Overflow was created in 2008. It deals with questions and answers on all possible
topics related to computer programming. There is a voting system that places answers up or
down. Questions and answers can be edited in a similar way to a wiki. There is a gaming
scheme based on badges in order to receive awards. The content generated by users is
under the Creative Commons License. The level of participation in this community reaches
the logo design along with the name itself. Registration is not compulsory to have access to
29 http://sourceforge.net/ 30 http://stackoverflow.com/
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the majority of the site functionality. Nonetheless through signing in a profile can be made
and reputation can be gained in order to re‐tag questions or voting.
Figure 10 Stackoverflow screenshot
3.4.5 Ux.Stackexchange31 UX.Stackexchange ia a question and answer site specific for UX matters (this includes
researchers, designers and a wide range of professionals). According to the online
ethnography, it is the most complete forum or portal on UX issues. It is part of the Stack
Exchange network of Q&A sites. The researches were referred to this site for the virtual
ethnography tasks and a lot of the input has been obtained from this portal. A lot of the
components and questions related to testing feedback and feedforward has been suggested
by this community through the virtual ethnography.
3.4.6 nscodecenter.com32 This web intends to go further than a mere forum. Questions must have tags, badges are
given by answers. Little by little a huge database has been created, being this website the
reference in the Spanish speaking world. All topics are related to iOS and Mac OS X. The
questions curated in this community have been very useful for the virtual ethnography
effort, especially for the way in which the main research questions were ordered
(semantically). A simple use of the Google search engine enabled the researchers to look at
the field intended.
31 http://ux.stackexchange.com/ 32 http://www.nscodecenter.com/
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Figure 11 Nscodecenter screenshot
3.4.7 Android Fora33 This fora is devoted to Android development. All different kind of issues, questions, answers
and tutorials are available in order compile all the android development matters in a sole
site. There is a whole sub‐forum for app announcements, Alpha & Beta testing, etc.
Regarding this OS, this site concentrates most efforts related to Android Accesibility. The
moderation and curation of content is very well managed including repository, Git resources
and a community. This site is a hybrid of user/developer´s one. Nonetheless, language and
instructions is targeted to medium level users.
33 https://source.android.com/source/community/index.html
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Figure 12 Android Forum screenshot
3.5 Evaluation & user feedback tools The most used tool for getting direct user feedback is remote testing schemes. Through
these tools is where feedback is center on the user actions (abilities, inabilities, mistakes,
performance, etc.). According to the findings in the virtual ethnography, it is obvious that
testing and evaluation tools should not require a lot of personal investment from users or
being targeted at those who are already tech savvy. Moreover there is an ongoing discussion
on what kind of users to ask, either the ones who are already engaged or also the “first
visitors”. Many professionals state in the different forums that it is better to start testing
with Photoshop or PowerPoint prototypes as mock ups. An interesting insight is that when
users do not have the control over the mouse, they tend to speak out loud more
comfortably. A must in all this testing procedures is screen casting. For actual feedback on
something already in the market, the feedback button is needed and does not cost much.
Testers normally like to see other options, problems and preferences (by others) and voting
them. Login nowadays should be done with Facebook and/or Google. The three variables
present in every test should be a) Ease of use b) Is the problem solved? C) What should be
added?. Hereby the next tools described are the ones suggested by developers in different
forums as the cutting edge of user feedback
3.5.1 Tender Tender provides a platform fully customizable. Discussions are automatically created and a
close monitoring of your web or product is made. The fees are important (over 450 Euros). A
widget that can be embedded to your site is also included. This is the most professional and
most advance user engagement platform, even though it is also the most expensive. It does
not require the user to sign up. IT has integration with prowl with a very usable dashboard;
moreover its API is growing among developers.
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3.5.2 GetSatisfaction34 Get Satisfaction is a customer community software platform for technical Get Satisfaction
online communities can be a private and/or public place for customers to ask questions,
submit an idea or complaint, or give praise. Companies can respond to issues regarding their
products or services; official responses are marked as official answers to separate them from
other responses. Users can rate responses based on how well they resolve the issue. Get
Satisfaction launched their Facebook application that allows companies and brands to put
their customer community on their Facebook page as a tab.
3.5.3 Colabo35 Colabo gathers data from ANY web‐browsable source and displays them on one easy‐to‐use
dashboard. Colabo analyzes the data and automatically alerts the user when significant
changes occur in the sources that are being tracked. Additionally, Colabo visualizes the
sources on a series of graphs that help you better understand the data at hand. Colabo is
useful for a spectrum of purposes; from the simpler industry/market research to the more
complex sales lead qualification. At the core of the product, Colabo facilitates tracking a
great number of sources at once, and ultimately saves you time. Colabo is used most
successfully for lead qualification, lead generation, and named account tracking.
3.5.4 Helpshift36 Helpshift platform consists of a mobile‐focused solution, which aims to be “the first
embedded support desk for native apps,” allowing developers to capture device info from
their users so that they can troubleshoot problems quicker and more effectively. The
startup’s goal is to enable businesses and development teams to be able to fix issues before
they turn into “tickets” by offering built‐in, self‐service features. Helpshift looks to eliminate
problems before they get to a support email in a few ways: it allows users to easily search
FAQs from their phones, rather than scroll through all of the answers and if that doesn’t
work, users can send a note that will automatically attach their device details so that they
don’t have to type them out. Then, they are directed to an in‐chat text‐message like session
with a representative.
3.5.5 Apptentive37 Apptentive, according to some responses found in the online ethnography is an app
feedback tool enabling developers to engage with customers for positive ratings, feedback
34 https://getsatisfaction.com/corp/ 35 https://getsatisfaction.com/corp/ 36 https://www.helpshift.com/ 37 http://www.apptentive.com/
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and customer research. The tool enables two‐way conversations inside your app to gather
feedback, listen to problems, and create great customer experiences.
3.5.6 Morae38 This moderated testing tool is based on sharing the participant´s screen in real‐time. The
system enables audio calling and chat. The number of observes is marked by the internet
connection. At the end of every session the screen recording and audio are synced and
rendered into a video. The licenses vary from one month period or the whole year
Figure 13 Morae screenshot
3.5.7 LiveLook39 Even though this tool does not record neither the screenshot nor the audio, it has some
positives worth mentioning. The service is rather cheap since they charge using prepaid
credit spent by time. There is no download required. It is very versatile since it runs on
Windows, Mac and Linux. According to reviews is very lightweight and can be used with a
very slow connection.
Figure 14 LiveLook screenshot
38 http://www.techsmith.com/morae.html 39 http://www.livelook.com/
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3.5.8 Open VULab40 This tool has been developed by York University. It consists of an open‐source remote
usability tool that enables you to record video and audio. There is the need to install a java
plug‐in. There is a permanent user panel even though some reviews advice to have your own
and encourage them to log in. You can type in the tasks and users will attempt to
accomplish them.
40 http://130.63.174.77/wordpress/
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Figure 15 VULab screenshot
3.5.9 Skype The most known internet communication client enables the feature to share screen. The
traditional video chat integrated makes this tool optimal due to the vast number of users
already logged in. This option lacks specific testing features and analytics but following the
concept of natural navigation, recruitment can be easier among Skype users.
Figure 16 Skype screenshot
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3.5.10 ClickTale Beta41 This tool captures user interaction with webpages using javascript. The most relevant
features are “in‐page” user behavior, “heat maps” to see where users are clicking, scrolling
and entering data as well as the provision of “movies”
Figure 17 ClickTale screenshot
3.5.11 UZ Self-Serve Edition42
This tool has been developed by UserZoom which is a renouned UX research company. This
is a web‐based tool that enables the researcher to deal with simultaneous projects,
encourage users to accomplish certain tasks, surveuy, etc. This can be one of the most
versatile and complete tools in the market.
Figure 18 UZ self‐serve testing screenshot
41 http://research.clicktale.com/Mobile_MobileLandingPageBlack.html 42 http://www.userzoom.com/wp‐content/uploads/2011/05/UserZoom_brochure_article_Feb11.pdf
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3.5.12 WebEffective43 This tool has been developed by Keynote. The tasks are completed in pop‐up windows. This
has its positives since no download is required. Prior to that, some data is gathered in the
form of a survey. The user panel is provided by the company. Quantitative data is given
measuring clickstream, behavioral data, etc.
Figure 19 WebEffective screenshot
3.5.13 m-pathy44 This tool does not require any installation on the user´s computer. The main simplicity of m‐
pathy is in the tracking of mouse‐movements and clicks. Even though the site is in German is
work to use the online translator tools in order to try it out.
43 http://www.userzoom.com/wp‐content/uploads/2011/05/UserZoom_brochure_article_Feb11.pdf 44 http://www.m‐pathy.com/
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Figure 20 M‐pathy screenshot
3.5.14 ChalkMark45 This tool has been developed by Optimal Workshop. The added value of ChalkMark is that
enables users to accomplish tasks on static images resulting in a “heat map” where all the
mouse concentration is. Each tasks is limited by a single click therefore this is very suitable
for quick and simple tests.
Figure 21 ChalkMark screenshot
45 http://www.optimalworkshop.com/chalkmark.htm
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3.5.15 SMT (Simple Mouse Tracking)46 Is a tracking system to follow and record the mouse activity on a web page, with the
proposal to study and infers the user behavior. It is an open source client‐server that enables
to trace where users click, highlights and time spent by users in a given site. Eye tracking is
too expensive hence there is a strong correlation between the eye‐movement and the one
activated by the mouse.
Figure 22 Simple Mouse Tracking screenshot
3.5.16 Loop1147
Loop11 is a remote testing tool that allows you to create an online survey including tasks to
be accomplished by users. These tasks are moderated by the administrator. The way to
charge is by task/question, summing $25 each. Users are provided by the tool. There is a
group of professionals behind structuring and helping out with your project. At the moment
is one of the most popular UX remote testing services with over 11,000 account holders.
3.6 Analysis of Tools results
Feedforward mechanisms are nowadays understood as validation ideas portal. These
portals have different features depending what is their main aim and who leads the portal.
As it was stated in the description of existing tools the most successful portals are the ones
which present their ideas as challenges for researches. These challenges, when they are
posted by private entities offer a monetary reward, nonetheless when these challenges are
presented by a person in need or a charity, the incentive is normally nonmaterial.
46 http://smt.speedzinemedia.com/ 47 http://www.loop11.com/
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Innocentive is the epitome of the money based challenge site, being the most famous one in
this nature. Yet2 goes further being an open innovation market place, since there are
finished designs and licensed to be sold. Ninesigma also connects external innovation
resources in order to be hired. In this last two, the inventor/developer offer what he has
created at first or his initial ideas.
Related to specific sectors, we have found Grabcad, which operates as an open innovation
repository for CAD files in the cloud or AutoHarvest which intends to channeled the open
innovation in the auto industry in order to connect researchers with investors and industry.
A tool that should be studied separately is the one launched by startup Pickfu. This tool
enables you to get 50 responses of your idea instantly. This feature is interesting in itself
since this survey based enginge seems very interesting .
Ideas4all is also a validation ideas portal where initiatives are voted by users democratically
and not by an expert committee. The procedure is similar to Pickfu, but this project intends
to be a community rather than only a survey tool. In the field of social innovation there are
two complementary portals (both in Spanish), Nuez and Uninnova. Nuez portal has created a
scheme for which users rate social innovation projects funding the most voted ones. Experts
also validate in committee some stages of the selection. Uninnova intends to connect
university researchers with users and user organizations in order to match both demands
and proposals.
For the Prosperity4all ecosystem, it would be interesting to have a challenge dashboard in
order to identify what are the needs of certain users in order to be checked by developers.
As it was noted in the interviews, the average user questioned when had a need related to
technology; he/she first asked a user organization about the possibilities. The immediate
conclusion is that many of these challenges can be opened by user organizations since they
are normally the ones which best convey the demands of their members.
The dashboard in which the needs or “challenges” are posted should have a review system
since many of the things demanded by the average user already exist but have not been
found. The different fora moderation techniques can be applied here. This enables the
polishing and review of the questions in order to have a fully functional dashboard.
Regarding user communities is obvious that individuals use intensively social networks. The
debate on whether user groups are within social networks or outside is almost irrelevant
due to the fact that even if these user communities are outside, there is always a social
network channel in order to get there, share content, etc. As it can be seen in the
description of groups, some highly specialized yahoo and Google groups have survived even
though they all tend to move 2.0. The most stable user communities tend to be very
specialized around certain topics such as Tifoclub Hispania, Deaf‐UK and Lisorci (related to a
user group). It is relevant to point out the increase in use of social network Quora. It is
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impossible to say it is only a use community due to the vast amount of world renown experts
participating neither it is just for experts. The state of the art questions related to
technology, user participation, etc are there. Therefore a connection with this social network
is desirable.
Crowdfunding and Crowdsourcing sites are going to be essential components for
Prosperity4all future developments. Crowdsourcing for users to test, report bugs and help in
small tasks will be at the core of the proposed P4all ecosystem. Regarding the reviewed sites
of crowdfunding any of the three reviewed are working well, even though maybe Kickstarter
is channeling most of the attention. P4all will intend to channel crowdfunding project to
these sites. Regarding crowdsourcing, the activity on this matter will be more intense. From
reporting bugs to review content and functionalities as the Wikipedia works, crowdsourcing
schemes should be included in every new bit of code developed within P4all ecosystem.
CoFundOS platform is a good example of this scheme, even some of the developers
communities reviewed in the next paragraphs such as Github of Bitbucket function with a
similar scheme of open participation/innovation.
Developers Communities are a highly structured and intense network of repository sites
along with wikis, for a and so on. The most famous ones are Github and Bitbucket.
Furthermore, regarding sites for finding questions and answers Stackoverflow is the main
one. It is important to remark the moderation system also based upon reputation in order to
structure questions and answers. Some of these repositories give also service for software
production companies. Therefore the development of P4all tools should have a connection
to the main software repositories since they are becoming very important hubs for the
sector. Furthermore according to developers, one of the main places to evangelize on
accessibility are those repositories.
Remote testing and user surveying are the two most common techniques to obtain
feedback from users. The remote testing tests can be moderated or unmoderated. These
tools are being used mostly by private companies in order to improve the navigation
experience or the user experience of their software. Even though there are some open
source alternatives, the best remote testing tools are still licensed under fees (an average of
350€). Nonetheless, here the surplus value does not come only from the tool as such but
from the users willing to take and participate in that test. A user panel is essential in order to
gain user feedback. Developers show the need to get constant feedback even though they
do not agree on how to get it. Moreover, the problem of these communities is that testers
are mainly developers therefore; user recruitment is normally an issue. All in all many
developers have also expressed their preference with simplicity having only survey based
methods in order to get feedback.
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4 Observation and In-Depth interviews results
From the transcription of the 26 interviews and two observations done in both Guadalinfo
Centres (Pizarra and cartama) as well as the interviews done to 11 disabled users of
FUNDOSA, here are a summary of the main results that latter will be part of the personas,
scenarios and requirements. The results are grouped firstly around where they took place
and secondly around the variables defined previously as a very basic exploratory way to get
to know average users.
Figure 23 Picture during an observation in Cártama
4.1 Guadalinfo Centres Results For the group of people with low computer literacy under 50 years the result of the
observation and in‐depth interviews is that computers and technology were a source of
future employment or at least training for getting a job. The common aspect that they
highlighted is that they have not managed technology enough time. General literacy tended
to be low, most users merely finished highschool (with one exception who is a nurse). By far
the main contact with technology among these people is the smart phone. They prefer the
use of smartphones rather than computers, since according to them they are far more
intuitive.
A surprising feature for the researcher is that even though there has been an important
effort by public administration opening these centers in rural areas and allocating equipment
and teachers, the Open Source operative system is too complicated to be operated by novel
users. The main navigability through windows and options is completely different from a
standard windows, mac or android. Users in both Guadalinfo centres many times had to
write down the paths in order to access to web browsers, folders, etc. Once they were
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already logged‐in, the process looked easier. Therefore an initial remark is that even though
Open Source is for many reasons a desirable option, usability cannot be undermined,
especially if we are talking about centers targeted at bridging the digital breach.
Therefore spelling is many times a problem for these users. That is why the facilitator relays
very much in the predicted and typing corrector. Parallel to this the relation with a keyboard
is still rather new so the speed of typing is low. When surfing the web, pop ups, cookies and
other messages tended to distract very much the flow of the sessions. Many explanations
about the relation between hardware and software were made by the facilitators in a very
savvy way in order to be understood. In all sessions attended in Cártama, a simple operation
of storing some files in a pen drive was made. Some users requested to learn more about
how to edit their CV documents in a text processor, basically referring to pasting and framing
a photo or more editing options.
Regarding the group of elderly, their main motivation to learn about technology and
computers was to keep up with the world. The needs they located that could be met by
technology consisted of fulfillment, need to learn and communicating with relatives. The
lessons were a social act in themselves for these people where the sense of community is
rather high. With this group as with the one with low computer literacy, the smart phone is a
crucial gadget to understand technology. These users also highlighted the intuitiveness of
the android operative system. In the interviews some of these elderly users seemed to
distrust what it could happen to you when surfing the web. Some users expressed their
desired to learn more about technology in order to accomplish tasks such as creating
documents, writing letters or reading the news but refused the idea of social network.
Nonetheless most of the users who already had a Facebook account expressed a positive
opinion about it since it enabled them to contact with all friends, seeing family photos, etc.
Moreover most users wrote down navigation paths and practical explanations in order to
replicate them at home.
4.1.1 Facilitators As it was explained in the initial methodological description, when accomplishing
ethnographic research (participant observation, in‐depth interviews, etc), the key informant
role is the corner stone of the research. There are several reasons for that, from the
firsthand knowledge of inner dynamics as well as for gaining access to the environment and
other informants. In this case, key informants were easy to spot, being Guadalinfo
facilitators who are in charge of the center (teaching, registering, solving problems, etc).
Pizarra´s facilitator explained on his interview how users of the center do not normally come
back whenever they reach a level of decent computer literacy. He would like to take these
users further to teach the programming foundations and other techniques. He highlighted
the social act that the Guadalinfo lessons represented for the elderly since many of them
feel lonely and isolated. Apart from the social life, one of the things that attract elderly
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people to learn and use technology is content related to their surroundings such as the
village website with pictures, the use of social networks, etc. He also commented how his
role as facilitator is not confined to just giving the programmed lessons to different groups
but to coach somewhat informally on electronic procedures for public administrations
(doctor´s appointment, social security extracts). He is as well as all facilitators in Andalucia
on temporary contracts which are being renewed every year. He is positive about the future
of this project due to the social sphere of the work serving as a local institution for electronic
help. Regarding Prospertiy4all ideas he highlighted the fact that users can contribute to this
ecosystem if they are tight to an institution (Guadalinfo, municipalities, local associations),
he was reluctant to the fact that people with low digital literacy or the elderly will sing up for
testing platforms, rate ideas by themselves. Hereby if the different Guadalinfo schemes (for
a, lessons) take the P4all infrastructure as part of the community. This infrastructure can be
successful
Cartama´s facilitator talked about the importance of work related issues for coming to
computing lessons. Most of the users have been hit by the crisis and want to catch up with
computers in order to gain skills or looking for a job. She also considered that smart phones
are the main gateway to technology to many people with low computer literacy. Moreover
many of the users show up in those centers in order to create a Facebook account for
themselves or making a CV to be submitted to employers. Most of the issues highlighted by
Pizarra´s facilitator were also mentioned by Cartama´s one such as the role played by these
centres overtaking the computer training. According to the demand, different ad hoc
workshops were organized such as “creating a CV”, “Opening a Facebook account”, etc.
Many individuals demand also come to this centre regarding administrative procedures,
checking information, etc. The number of people signing up for training lessons are normally
less than the ones who turn up asking for help in order to demand something (i.e doctor´s
appointment, printing out some information, etc).
4.2 Interviews in FSC The profiles who had a highest computer literacy were the ones with severe impairments
such as the blind user ass well as the lip reader deaf user. The blind user explained how
essential is for her the use of technology and how disrupting is when websites are not
accessible. She was the one who look more active in terms of user groups related to
technology highlighting also mailing lists.
The user with Down syndrome was interviewed along with his father and according to both,
this user feels more engaged with everyone through technology than without it. He is the
one who helps his father (58 years old) with technology. In this case as with other profiles,
technology enables equality and fulfillment.
There were two deaf users who were lip readers; both of them relied very much on
technology in order to overcome their impairments. Whatsapp and text messaging in
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general enable them a suitable way to communicate. Both users went to University and have
professional experience on their field. They did not highlight any important technological
barrier in order to accomplish their work (one as a librarian and other as an accountant).
The two borderline users did not remark any barrier found when using technology apart
from the usual ones confronted by every user (too much publicity, etc). Both users
mentioned their need to work, and the use of the internet in order to look for job offers.
The user with dyslexia talked about the great opportunities of technology for people with
their condition. He mentioned the automatic text correction as well as the video alternative
for many things. His use of technology is very much oriented to his studies since according to
him, when something gets complex he looks for alternative ways to understand it (video,
infographs, etc). He uses social networks intensively in order to talk and share photos with
friends.
The first user with low vision explained that he only needs a screen magnifier therefore his
barriers only surround the availability of it in different devices and its costs. He has personal
experience as a consultant and normally the company provided with this software.
According to him, this software program levels him with the rest of the people and enables
to meet many of his needs such as communication, working, leisure, etc. The second user
with low vision explained that she does not need any assistive technology in particular;
nonetheless she always has to arrange the letter size in order to make it bigger. An
automatic personalization as Cloud4all intends would be very beneficial for her. The main
barriers found by her, are the ones related by people´s prejudices since she finds no huge
obstacles to function normally. The two users with mobility problems in reality had more
problems related to back pain than with dexterity but according to her this is a problem for
sitting down for long hours in front of a computer. According to them, the use of smart
phone is far more ergonomic. These back problems when irradiating to upper limbs make
typing difficult. She pointed out that the voice recognition feature in smartphones is very
helpful for her since it makes the whole operation much easier.
4.3 Needs As it was stated in the methodology section, apart from giving the results by site and profile,
we would also respond textually to what were the needs users have from observations and
interviews. Here is a textual response following a set of synthesis in a table:
In people below 45 years old, the main incentive to learn about computers, and navigate the
internet is related to the need to either look for a job, or to learn these skills for a future job.
The second main drive is just the fact of not being left behind. This is common to all profiles
but more prevalent among the elderly. The sense of being updated with technology and the
fear of being left behind were very common during our interviews. Therefore there is even a
relation with prestige or social capital in the Bourdieu sense. Young users with any kind of
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disability consider technology as a mean to overcome limitations as well as an essential item
of their everyday life. The proportion of time spent in social networks or for communication
purposes is almost equally spent for study‐work related issues. Getting information for study
among students is overwhelmingly present among young users, education and study is not
conceivable without technology and the internet. When some software is needed, young
users (independently whether they are disabled or not) tend to search it on Google whereas
elder users and users with less digital literacy tend to ask relatives or people on their
surroundings. Disabled users express more the need to be in contact with their close family.
The main communication device is the smart phone. Blind users highlight the fact that if it is
not a too complex task, they prefer to use the smart phone due to their simplicity.
Communication needs among deaf users is marked by the use of video conferencing no
matter whether they are lip readers or they use sign language. Regarding the profiles
interviewed and observed, blinds and deaf users are the ones who have the stronger need to
have contact with those of the same condition as them. The rest of disabilities do not have
that need. Especially regarding technology problems or sharing tips, blinds and deaf users
rely on themselves for technology matters. An important fact to highlight is that whenever
there is a need by a collective, this is normally expressed through collective forms such as
associations, interest groups, etc. The user as an individual can trigger that demand being
heard by those organizations.
Table 5: Needs Synthesis
Needs Synthesis Profiles
The issues related to work are present. No matter if the
internet is used to look for a job or if people want to learn
how to navigate and use technology in order to be more
qualified for a future job, this concept has been recurrent in
the interviews
Mostly expressed by
people with low
computer literacy
under 45 but also
expressed by all
disabled people
There is a sense of being left behind if the person does not
engage with technology. Somewhat related to social prestige
or even social capital
Specially among the
elderly in Guadalinfo
Centres and women
under 45 with low
computer literacy
Due to the fact that many social activities are coordinated or
noticed through social networks. The need to be tight to a
community is connected to technology. Not necessarily
replacing the community, rather coordinating it
This is common to all
profiles
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Needs Synthesis Profiles
The need to be communicated with close friends and relatives
(sharing photos, exchanging messages)
Common to all profiles
but more prevalent
among all disabled
users and the elderly
Need to use technology for basic actions as an adaptation (i.e
blind people use of screen readers and deaf people use of
textmessaging through WhatsApp
Confined to Blind user
and deaf users
4.4 Navigation and use patterns In order to approach the baseline, users were observed and asked about their use patterns
related to technology as well as navigation, here is the textual result of the notes taken from
the field diary:
Facebook and Google are the undisputed most visited and used webpages. It was estimated
by users that half of their time on average was navigating through these two web services.
Google search engine is the gateway to the internet. How to search for items is one of the
first lessons taught at Guadalinfo. The use of mobile phone is becoming hegemonic among
all kinds of users. On the one hand users with low digital literacy stated that they have
started to learn about technology from the mobile phone. During the observations, many
users who did not remember how to accomplish certain tasks, had to check their phones,
therefore they have their smart phones as primary references to check their email, etc. The
usability for novel users is astonishing according to elder users and users with low computer
skills. Regarding disabled people, it really depends on the nature of activity they are doing
and the context. Blind and deaf users rely very much on their mobile phone as an essential
device for survival. The use of the ATM had little to do with digital literacy but with trust or
opportunity to use it. In the interviews held in both villages, there were an important
number of users who did not trust ATMs. Family pictures either taken or shared are part of
the everyday language of communication. Some users expressed that seeing or taking
pictures of their grandsons or relatives was a good incentive to get to know more about
technology.
Table 6: Navigation and use patterns synthesis
Navigation and use patterns synthesis Profiles
Mailing lists and google/yahoo groups are still functioning for
centain profiles. Even though the activity is declining
Confined to blind and
deaf people
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Navigation and use patterns synthesis Profiles
The smart phone is the main device used to be connected to
internet and a guide to learn for beginners. Nonetheless for
certain activities such as working, reading in‐depth, etc they
prefer a computer
All profiles. Begginers
with technology start
mainly with
smartphones.
Building a CV in a text processor has been detected as a
recurrent feature. The first experience with text processors
has come with this process
People with low
computer literacy
under 45 years old
Coming from the sense of community, users relate to
organisations in order to get information such as ONCE,
Guadalinfo.
The elderly and
disabled interviewed
In order to participate into testing platforms, users must have
a clear incentive.
All users
Community belonging or a social cause is more than enough
many times as an incentive
Disabled users
especially
Closing a doctor´s appointment is a usual move for many users Elderly
The use of banking ATM machines is more related to trust and
security than with technology literacy as such
Elderly, Blind, Cognitive
4.5 Challenges and obstacles The use of the Keyboard is not an easy task for many users, especially for those with low
levels of computer literacy and the elderly. Moreover, related to this the accuracy needed
when typing normally presents a problem for people with low levels of general literacy.
Users with cognitive problems share these concerns. Deaf users have a problem with screen
resolution and video quality, especially those who are lip readers. Blind users find it difficult
when websites are not accessible and their screen readers do not react, moreover when the
Operative System gives an error and the screen reader does not respond due to external
reasons, the blind user remains puzzled. Beginner Users prefer human contact when
learning something since they are not familiar with the computer environment, on the
contrary, users with a certain level of computer literacy prefer to learn by themselves The
main challenge for blind users is to learn and become familiar with the screen reader, after
that they are willing to learn everything by testing. Blind users relay very much on their
smartphone since their accessibility features are rather satisfactory. Deaf people apart from
the need and preference to communicate with others by videoconferencing have not shown
a huge interest in software that converts speech into typed language whereas an avatar with
sign language or lip reading would be welcomed. People with cognitive impairments apart
from some lack of language proficiency, showed a rather high mastery of technology that
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may sound counterintuitive, therefore apart from some effort on simple language the rest of
the features of technology do not present huge obstacles.
Table 7: Challenges, obstacles and barriers synthesis
Challenges, obstacles and barriers synthesis Profiles
Publicity apart from being a hassle, many times confuse users All users, especially the
ones with low literacy
Spelling the words when they are not familiar (i.e technical or
in English)
Elderly users
The different Installation and pop‐up messages paralise the
user
Elderly and low literacy
users
Inability to face some technical problems (even minor) Elderly and low literacy
users
Price of the devices and internet connection All users
Popular and important videos without subtitles Deaf users
Inaccessible content in important websites (government,
doctor´s appointments, etc)
Especially blind users
Too technical vocabulary to mean simple things (or vocabulary
in other languages)
Cognitive disability and
the elderly
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5 Personas, Scenarios and Requirements for Prototyping
Besides the exploratory and descriptive study, the aim of this report is to initiate a set of
requirements for prototyping; the bridge between the results is made by describing the
different workflows through personas and scenarios. These tools are the initial point of
understanding between social researchers and developers. Personas and scenarios are the
main hypothesis of social researchers in order to be studied by developers. Finally
requirements are the operalisation of the workflows described and an agreement between
both parts, developers and social researchers.
5.1 Personas Personas are fictional characters in a narrative in order to picture the archetype user. This is
normally together with some sort of market segmentation; the personas are actually the
qualitative description of those segments. Through the personas, goals, desires, limitations
and interactions of those characters can be understood. In interaction design (IxD), this
technique is useful to bridge the gap between the initial qualitative or quantitative research
and the final requirements and prototyping (Horton, 2014). In this case, the following
personas are based on the ethnographic research (online and field) as well as in the desk
research. Even though the attachment with strict reality is not the ultimate purpose, a solid
grasp of scientific backing from observations and interviews is present. The objective of
these personas is to bridge the gap between research and development. They are showed as
a result of the research and also as a starting point for P4all component development.
Personas are the first step of this process being scenarios the second one.
5.1.1 Individuals at Organisations Luisa is a project manager in charge of many different programs at the national blind
association. She has a degree in social work as well as a master in social intervention. Since
2009 Luisa has been working in a wide variety of projects related to accessibility for blind
people in education. Even though she is not blind herself, she has become an expert about
the accessibility features and needs of that segment. On a daily basis, either from blind users
who have been part of different programs or from engineers, she gets many questions about
technology. Therefore she gets to here many demands, challenges, problems and
opportunities faced by blind users. These ideas and suggestions are coming from a wide
range of actors (policy, institutional, etc.) but mostly users.
Kevin works in the field of job training for people with cognitive impairments at LOCAM, a
national association that stands for the welfare of cognitive disabled people. Kevin is in
charge of giving support to the network of disabled workers and employers in order to
accomplish a real integration at work. Accessibility is the corner stone of Kevin´s work. Even
though he is not an expert in technology, he is getting more and more familiar with it.
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5.1.2 Users and Carers (relatives) Carl and Brenda are siblings. Brenda is the elder sister who has always been very helpful to
Carl who was born deaf. Carl is able to lipread even though he prefers to express and
communicate through sign language. Brenda is an expert on deafness and its characteristic
and also has been coaching Carl around technology use. Carl is finishing high school whereas
Brenda is finishing university.
5.1.3 Advanced users James is a young professional who was born blind. With the help of technology he manages
to accomplish his work as an accountant in a law firm. James is passionate about technology
since he feels that helps himself to unleash his potential. Apart from his use of technology at
work he is becoming on what in the popular language is known as computer geek in the field
of accessibility. Moreover James is rather active the local branch of the national blind
association where he mentors young people who are also blind.
5.1.4 Software Developers Thomas is a 36 year old Software developer who is interested in technology for inclusion. He
used to work for a software development company but since 2012 he works as a freelance
programmer taking up projects that he develops with a network of colleagues. He has
scheduled to reserve some time of the year to research, learn and implement new
technology in order to keep up with the latest advances, at the same time that he does any
good to society or people in need. He has participated in some hackathons, and projects that
have built important software for blind people.
5.2 Scenarios These are the initial scenarios drafted according to the field and desk research of primary
and secondary sources. Scenarios are the second step of the process of bridging results with
functional requirements and development. They are a culmination on what researchers
intend to conclude for a latter development of Prosperity4all tools.
5.2.1 Scenario A-YouTube for colorbind App Luisa, from the national blind association finds the need to develop a mobile app that can
translate the color of YouTube videos for colorblind people. This is a rather complicated task
due to the wide variety of colorblind features. Nonetheless they publish this idea in
kickstarter and simultaneously ask for developers willing to take this task in crowdsourcing
portals. The national blind association is active in informing developers about the different
profiles and color combinations, all this done with the P4all tool. When there is an initial
prototype this is tested also within the P4all scheme. Surveys, remote testing and interviews
are done with the P4all tool in order to tune up the final result.
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5.2.2 Scenario B-Capturing Accessibility Bugs James uses the screen reader software in order to operate with his computer at work. There
is a problem with some of the work he is revising as some of the graphs are not explained
with labels as they should be. In order to ask for help, James first uses Prosperity4all bugging
report in order to record the problem and forward it in to a college. This bug is noticed by
the company, and someone from the “crowd” or from work records an explanation of the
graph.
5.2.3 Scenario C-Looking for haptic communication developers Brenda is Carl´s sister; she is looking for ways to improve Carl´s communication since he is
deaf. She has heard about the possibilities of haptic communication. According to Brenda, if
a device like a mobile phone or a wristband can vibrate in different ways meaning different
things, that shows a lot of possibilities. Brenda contacts a group of developers who are
familiar to this technology and opens a fundraising campaign in Kickstarter. The
requirements capture is done through Prosperity4all tool as well as the initial prototypes
and final tests.
5.2.4 Scenario D-Augmented reality for work LOCAM is an active foundation on the field of incorporation of cognitive disabled people to
the labor force. They have realized the potentialities of augmented reality in the field of
cognitive accessibility. Due to the fact that they have already worked with the use of tablets
by disabled users at work in order to get instructions, order tasks etc. LOCAM want to help
to develop an app that can give instructions about the use of devices when taking a picture
of them. By adapting an explanation on the use of a photocopy and laundry machines only
when shooting at them and different components this app may start a revolution in helping
people with cognitive problems to accomplish tasks at work.
5.2.5 Scenario E-Object recognition app Thomas is a freelance developer who is interested in technology for inclusion. At the same
time he likes to research about new technologies in order to incorporate them to his
services. He has been doing some work related to object recognition in the field of gaming
but nonetheless he sees many applications in the field of disability. He would like to offer a
project to develop an app that can identify objects previously recorded by taking a picture of
the area. If the object is in the area, the app will give positive feedback. He would need some
funding and users willing to survey and test.
5.3 Requirements In this final section, an initial draft of the requirements needed to be developed in order to
engage the customer over the whole cycle. The two main ideas behind the later
developments are tailored around three concepts; survey tool (for asking about validating,
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testing, rating, etc.), user panel (storing users, managing incentives, communicating with
them) and connection with social networks and other communities (validation schemes,
developers communities and crowd funding sites)
Table 8: Requirements table
Component Requirement Comments
User panel Login Possibility to utilize ‘single
sign in’ and log in with
Facebook or Google+
User panel User inscription data base (through a questionnaire)
This is to convey the
minimum demographic data
User panel User inbox In order to communicate
with the user
User panel Posibiltiy to operate with the data
Export the date into spread
sheets
Survey tool Connection with the user panel
Survey tool Posibility to edit questions in multiple forms
Multiple answer, open
answer, pictures, etc
Survey tool Survey In order to measure
satisfaction, record
demographic information
etc. Survey Monkey type
survey would be enough
Survey tool Different modules a)For rating projects and
ideas. b)for testing software‐
webs, etc. c)For testing
designs, look and feels,
Connected to Connection with the main users and developers portals
Stackoverflow, Quora,
Github.
Connected to Connection with social networks
Facebook, Twitter, Google
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Component Requirement Comments
Connected to Widget that can be easily installed in order to report on bugs, errors or suggestions
The widget refers as a small
button that is continually on
the screen, linking to a page
where the issue and a
screenshot must be
completed
Connected to Connection with the main ideas validation portals or communities
Innocentive, Kickstarter,
Rockhub,Ideas4all
Widget connecting communities
Small widget installed that connects the Prosperity4all tool with organic existing communities
Social Network Communities
of disabled people, yahoo
and Google groups,
nscodecentre, etc
Common to all Bilingual Spanish and English
Common to all Integration The final tool must convey
all components and the user
should see it as one
Common to all Accessibility Needless to say that the tool
must be accessible
Common to all Interoperability These tests must be also
suitable to be carried out in
smart phones
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6 Conclusion
This deliverable is the first one of Work Package 206: “Sustainable Meaningful Consumers‐
Developer Connections (Pull vs Push) which intends to go through the “Best ways to engage
consumers over time” serving as a baseline for developers in order to accomplish
T206.2: Creation of feedforward mechanisms for directing future development
efforts.
T206.3 Creation of Consumer Participatory R&D Mechanisms
T206.4 Creation of Feedback and FeedPeer systems
T206.5 Creation of consumer‐mainstream communication dimension to Unified
Listing
All the objectives of this deliverable were successfully fulfilled in the following way:
In order to determine what consumers want with regard to the ability to provide feedback
(01) a field study observing and interviewing users was made. The wide variety of profiles
enabled us to propose a basic research study in which a baseline scenario was launched. In
order to successfully implement P4all components and tools a connection with the natural
navigation (currently social networks) is a duty.
For the identification of tools and channels used by developers and consumers, (O2) a
combination of virtual ethnography in the most famous sites was made along with a
traditional desk research. A myriad of tools have been found and described. The common
feature is the rising fragmentation and the need to unify the existing free tools channeling
users through them, instead of building new ones.
The assessment of the connection of future P4all developments with social networks (O3)
backed by the results found in the four techniques used (observations, in‐depth interviews,
virtual ethnography and desk research), is that social networks are the internet highways.
From users with low computer literacy to experienced developers, the use of social networks
is intensive. The final success of P4all tools will depend on how smartly this connection with
the most popular social networks is made. Nonetheless, this connection cannot be designed
to be static but prepare for changes. This means to include the latest form of social network
emerging into P4all (being facebook five years ago, twitter four, Google+ three or instagram
two). Developer’s needs (O4) have been identified through the virtual ethnography and desk
research, being constant feedback the most repeated item among them in fora on UX for
developers. Moreover there is no agreement on the way that constant feedback should be
displayed.
In the end the research work has been comprised into personas, scenarios and initial
requirements in order to bridge the gap between Prosperity4all research and the
development of tools.
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7 Bibliography
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approach facilitated by virtual worlds. Annual conference on Human Factors in
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Clifford, J. (1997). Spatial Practices: Fieldwork, Travel, and the Discipline of Anthropology. In
G. &. Ferguson, Anthropological Locations: Boundaries and Grounds of a Field Science
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Horton, S. (2014, April 7). Uxmag.com Book excerpt of "A web for everyone". Retrieved
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Kozinets, R. (2010). Netnography: Doing ethnographic research online. London: Sage
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Nussbaum, M. (2004). Promoting Women´s Capabilities. New York: Global Tensions .
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content/uploads/2011/01/kickstarter_graphic_v2‐1.jpg
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8 Annex
8.1 Online Ethnography selected material Here is a selection of the material obtained from the virtual ethnography effort. The
questions are grouped around topics related to our object of study such as testing, user
engagement, etc.
8.1.1 Testing input
Table 9: Virtual ethnography material (testing input)
Topic Question and link
Testing What is the best way to invite users to beta tests?
Link : http://www.quora.com/What‐is‐the‐best‐way‐to‐invite‐users‐to‐beta‐
tests
Testing What is the best way to keep beta users engaged?
Link: http://www.quora.com/Beta‐Tests/What‐is‐the‐best‐way‐to‐keep‐
beta‐users‐engaged
Testing What are some good user feedback management tools?
Link: http://www.quora.com/What‐are‐some‐good‐user‐feedback‐
management‐tools
Testing How do GetSatisfaction and UserVoice compare? Is either product clearly
better than the other?
Link: http://www.quora.com/How‐do‐GetSatisfaction‐and‐UserVoice‐
compare‐Is‐either‐product‐clearly‐better‐than‐the‐other
Testing When iterating on a product, what's the most effective way to quickly get
good user feedback?
Link: http://www.quora.com/When‐iterating‐on‐a‐product‐whats‐the‐most‐
effective‐way‐to‐quickly‐get‐good‐user‐feedback
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Topic Question and link
Testing What questions should you ask users about a mobile app at launch to get
the best and most useful feedback?
Link: http://www.quora.com/Mobile‐Applications/What‐questions‐should‐
you‐ask‐users‐about‐a‐mobile‐app‐at‐launch‐to‐get‐the‐best‐and‐most‐
useful‐feedback
Testing Program for testing IOS app before submission?
Link: http://stackoverflow.com/questions/11953893/program‐for‐testing‐
ios‐app‐before‐submission?lq=1
Testing Versión de prueba de mi app ¿Demo o Lite?48
Link: http://www.nscodecenter.com/preguntas/1763/versi%C3%B3n‐de‐
prueba‐de‐mi‐app‐demo‐o‐lite
Testing ¿Cómo es el proceso para testear una aplicación?49
Link: http://www.nscodecenter.com/preguntas/267/como‐es‐el‐proceso‐
para‐testear‐una‐aplicaci%C3%B3n
Testing ¿Cómo hacer unit test del tiempo en una app?50
Link: http://www.nscodecenter.com/preguntas/6083/como‐hacer‐unit‐test‐
del‐tiempo‐en‐una‐app
8.1.2 User input and ideas validation
Table 10: Virtual ethnography material (user input and ideas validation)
Topic Question and link
48 Testing version of my app ¿Demo or Lite? 49 How is the process of testing an application? 50 How to do an unit test of time for an app?
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Topic Question and link
User Input
and ideas
validation
Requirement gathering in absence of user involvement?
Link: http://ux.stackexchange.com/questions/8748/requirement‐gathering‐
in‐absence‐of‐user‐involvement?rq=1
User Input
and ideas
validation
What tools/methods do you use to get from a project kickoff to
wireframes?
Link: http://ux.stackexchange.com/questions/7925/what‐tools‐methods‐
do‐you‐use‐to‐get‐from‐a‐project‐kickoff‐to‐wireframes?rq=1
User Input
and ideas
validation
Where to begin when designing a User Interface?
Link: http://ux.stackexchange.com/questions/6735/where‐to‐begin‐when‐
designing‐a‐user‐interface/6738#6738
User Input
and ideas
validation
Need a simple UX game for workshop
Link: http://ux.stackexchange.com/questions/25716/need‐a‐simple‐ux‐
game‐for‐workshop?rq=1
User Input
and ideas
validation
What are some resources for activities / games to teach User‐Centered
Design?
Link: http://ux.stackexchange.com/questions/36963/what‐are‐some‐
resources‐for‐activities‐games‐to‐teach‐user‐centered‐design?lq=1
User Input
and ideas
validation
How do you find out what users really want?
Link: http://stackoverflow.com/questions/415260/how‐do‐you‐find‐out‐
what‐users‐really‐want?rq=1
User Input
and ideas
validation
What are the best technologies to use for behavior‐driven development on
the iPhone? And what are some open source example projects that
demonstrate sound use of these technologies?
Link: http://stackoverflow.com/questions/4114083/ios‐tests‐specs‐tdd‐bdd‐
and‐integration‐acceptance‐testing
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8.1.3 Crowdfunding input
Table 11: Virtual ethnography material (Crowdfunding input)
Topic Question and link
Crowdfunding
and
Crowdsourcing
What are the best tools for crowdsourcing ideas? Looking to engage a
mainstream community, ideally locally on our site via an embed.
Link: https://www.quora.com/Crowdsourcing/What‐are‐the‐best‐tools‐for‐
crowdsourcing‐ideas
Crowdfunding
and
Crowdsourcing
What are the best practices in crowdsourcing?
Link: https://www.quora.com/Crowdsourcing/What‐are‐the‐best‐practices‐
in‐crowdsourcing
Crowdfunding
and
Crowdsourcing
How to setup paypal for crowdfunding portal
Link: http://stackoverflow.com/questions/17798713/how‐to‐setup‐paypal‐
for‐crowdfunding‐portal
Crowdfunding
and
Crowdsourcing
Is there a crowdfunding web service for programmers?
Link: http://stackoverflow.com/questions/1282756/is‐there‐a‐
crowdfunding‐web‐service‐for‐programmers
Crowdfunding
and
Crowdsourcing
Is there a crowdfunding web service for programmers?
Link: http://stackoverflow.com/questions/1282756/is‐there‐a‐
crowdfunding‐web‐service‐for‐programmers
8.1.4 User engagement input
Table 12: Virtual ethnography material (user engagement input)
Topic Question and link
User
engagement
What are some good incentives or methods to get users to generate
content?
Link: http://www.quora.com/What‐are‐some‐good‐incentives‐or‐methods‐
to‐get‐users‐to‐generate‐content
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Topic Question and link
User
engagement
¿Hay alguna forma de responder a los comentarios de los usuarios de mis
apps?51
Link: http://www.nscodecenter.com/preguntas/1357/hay‐alguna‐forma‐de‐
responder‐a‐los‐comentarios‐de‐los‐usuarios‐de‐mis‐apps
User
engagement
¿Cuál es la mejor manera de saber lo que el usuario necesita/quiere o
prefiere antes de desarrollar y testear un producto? 52
Link: http://www.nscodecenter.com/preguntas/15227/cu%C3%A1l‐es‐la‐
mejor‐manera‐de‐saber‐lo‐que‐el‐usuario‐necesita‐quiere‐o‐prefiere‐antes‐
de‐desarrollar‐y‐testear‐un‐producto
User
engagement
What are some methods of analyzing a website for user experience,
usability, and accessibility?
Link: http://stackoverflow.com/questions/1770114/what‐are‐some‐
methods‐of‐analyzing‐a‐website‐for‐user‐experience‐usability‐and?rq=1
User
engagement
Are there any platforms/websites online for simple idea validation?
Link: http://www.quora.com/Are‐there‐any‐platforms‐websites‐online‐for‐
simple‐idea‐validation
User
engagement
How can I motivate my users to add a screenshot to a bug report?
Link: http://www.quora.com/How‐can‐I‐motivate‐my‐users‐to‐add‐a‐
screenshot‐to‐a‐bug‐report
User
engagement
What is the best user feedback system/service I could use to get and
manage feature requests and bug reports for a small collection of free web
applications, without spending any money?
Link: http://www.quora.com/What‐is‐the‐best‐user‐feedback‐system‐
service‐I‐could‐use‐to‐get‐and‐manage‐feature‐requests‐and‐bug‐reports‐
for‐a‐small‐collection‐of‐free‐web‐applications‐without‐spending‐any‐
money
51 Is there any way to answer user comments of my App? 52 What is the best way to figure out what the user wants or prefer before designing or developing a product?
Ecosystem infrastructure for smart and personalised inclusion and PROSPERITY for ALL stakeholders
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Topic Question and link
User
engagement
What is the best user feedback system/service I could use to get and
manage feature requests and bug reports for a small collection of free web
applications, without spending any money?
Link: http://www.quora.com/What‐is‐the‐best‐user‐feedback‐system‐
service‐I‐could‐use‐to‐get‐and‐manage‐feature‐requests‐and‐bug‐reports‐
for‐a‐small‐collection‐of‐free‐web‐applications‐without‐spending‐any‐
money
8.2 Inquiry mail This is a sample of the inquiry mail informing about our project and inviting users to be involved:
Dear Sir/Madame
The Prosperity4all team is currently researching about the disabled users` and developers´ views on
feedback and feedforward mechanism regarding accessible software development. This is basically
on how disable users express their needs and how this information is transmitted to developers.
Moreover this project deals with the whole development cycle (Needs, requirements, ideas
validation, Alpha & Beta testing) and how to improve the interactions user‐developer in every stage.
We are interested in an in‐depth interview so that you can tell us what are the main flows, difficulties
and ideas that can improve the aforementioned process. The interview will take about 20 minutes
and we will try to cover 10 topics, all related with the user involvement in the whole development
process. Therefore, if you can find a timeslot and are willing to take this interview, let us know. We
are grateful in advance.
None the less, If you want to know more about the Prosperity4all project visit:
https://www.linkedin.com/groups/Prosperity4All‐7467475 or contact [email protected]
we will be delighted to tell you more about the project development.
Kind Regards
Victor Manuel Hernández Ingelmo
Social Researcher at Fundosa Technosite
8.3 Informed Consent
Overall objective of Prosperity4all
Prosperity4all, focuses on developing the infrastructure to allow a new ecosystem to grow; one that
is based on self‐rewarding collaboration, that can reduce redundant development, lower costs,
increase market reach and penetration internationally, and create the robust cross‐platform
spectrum of mainstream and assistive technology based access solutions required. This will be done
Ecosystem infrastructure for smart and personalised inclusion and PROSPERITY for ALL stakeholders
http://www.prosperity4all.eu/ 71
through a process based on true value propositions for all stakeholders and resulting in a system that
can profitably serve markets as small as one, at a personally and societally affordable cost. This
infrastructure will use cloud, crowd, game and smart technologies, to bring new players with both
low and high technical skills into the development and delivery ecosystem, introduce accessibility as
a ubiquitous service, and combine auto‐configured access features built into mainstream products
with assistive technologies and services to create the rich milieu of options needed to bring this
diverse population of populations into our digital future.
Objective of this particular study
In order to deepen on what user´s needs are related to their capabilities and preferences,
Technosite´s team has decided to proceed to engage with users and developers in order to see the
connection points that could be developed. Regarding users, researchers are going to engage in
Guadalinfo centres in order to have a firsthand knowledge about what current status of user
navigation and needs they see, moreover in‐depth interviews will take place in order to know more
about this connection points such as social networks, games, etc.
On the developer side, a series of in depth interviews will take place in order to test some initial
ideas such as connection of existing user for a and social networks with developers ‘communities
All the information conveyed will be only used for research purposes and it will be treated according
to the Spanish law of data protection (LOPD 15/99) harmonized with the European Directives on the
topic.
Research findings will be published, therefore data concerning your demographic information and
first name will be public in such a way, as an example:
“Juan, a retired 68 year old Guadalinfo user who is learning to use internet finds difficult to log in in a
facebook app due to …”
If you want your first name to be changed, please specify it
You are aware that you can cancel the participation in this research any time you want
8.4 Interview Script First of all, we are delighted to have you as a legitimate voice for this Project, As it has been stated in
the initial explanation, this interview is part of the technical work carried out within the
Prosperity4all project with the aim of deepen into the topics of connection between disabled users
and developers throughout the whole development stages.
Profile data
Name:
Country:
Age:
Background: (fields to be defined in next iteration)
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Developers Script
Regarding developers, the following scipt points intended to be touched are the following:
1. How do you or developers know what the disable user wants?
2. What is the use of online disabled communities for developers?
3. How would you use a crowdfunding scheme to support your development?
4. How do you test your developments?
5. How would you involve the largest number of disabled users in accessible development,
taking into account the estimative current use they make of internet?
6. What questions are crucial to you in validating an development idea?
7. What are the main issues of testing that remain unsolved?
8. What are the incentives of indie developers?
9. What are the pros and cons of moderated test and unmoderated test?
Users
Regarding users, the following script points intended to be touched are the following:
1. What do you use internet for? From this, pick three essential needs that internet enable to
fulfill
2. What are the difficult parts of using technology? Hardware problems/installing
programs/jargon/etc
3. What are the features that still have to improve for you?
4. Where do you go online (or offline) when you need something related to technology
(programs, plug‐ins, etc) do you go to for a? you post it in social networks?
5. How would you like to be contacted to test a tool that may be useful for you in order to test
is and give feedback?
8.5 Observation items Along with the field diary, the researcher used the following template in order to capture the
information from the participant observation.
Table 13: Observation items table
Stage Topic Components
Ecosystem infrastructure for smart and personalised inclusion and PROSPERITY for ALL stakeholders
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Stage Topic Components
Pre‐Technology use User´s demographics
and data
Type of disability/Age/ socio‐
economic background/family, etc
Pre‐Technology use User Routines and habits Daily activities, duties,
responsabilties,
Pre‐Technology use User motivations Communication with friends &
family/ pursue of interests/ tackling
isolation etc
Pre‐Technology use User Needs Related to work information &
opportunities. Communication with
relatives or people with similar
interests
Technology Use User navigation
patterns
OS, web browser, social networks,
news aggregator, search engines,
Technology Use User ability to operate
with technology
Problem solving, fluency, jargon
understanding