Promoting accessibility and social inclusion in smart cities: a gamification approach

Detalhes bibliográficos
Autor(a) principal: Tiago André Sousa Araújo
Data de Publicação: 2023
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/152796
Resumo: People with disabilities continue to lack equal accessibility and mobility in cities. Not every facility, route, or mode of transportation, such as travel by train, car, or foot, is accessible to people with mobility impairments. Steep ramps, steps, bouldering, and other uneven pathway covering are sometimes impassable for mobility-impaired or wheelchair users, which might result in inaccessible places and dissatisfaction when attempting to reach a specific location or destination. This thesis is a component of the smart cities subject, whose major objective is to incorporate the concepts of mobility, sustainability, and digitization in order to enhance the quality of life for people throughout the globe. This study aims to create an educational tool that educates and alerts players about the obstacles that disabled people experience on a daily basis. We are pushed to learn from powerful, engaging, and innovative stimuli in today's world; thus, we attempt to create a new technique for adult learning \cite{Fernandes2016}. When compared to traditional approaches, the usage of serious games improves learning outcomes more effectively \cite{Nascimento2021}. By educating the general population about potential obstacles, such as a car parked on top of the sidewalk hindering wheelchair users' mobility, this dissertation will benefit persons with disabilities. This gamified solution aims to make the general population aware of the difficulty of mobility and accessibility that people with wheelchairs have on a daily basis to adopt more responsible behaviors. Contributing to the development of smart cities, creating a city without barriers where everyone can contribute, enhancing the quality of life for many persons with disabilities, and considering the future of city planning. To develop this solution, we start with a systematic literature review, selecting the relevant records and then including them in a list for further reading, finishing with 22 documents. Next, we studied the requisites with a focus group and conducted some interviews. Later we did the conceptualization, development, and validation of a prototype, validated by citizens in a real environment controlled through usability tests. This prototype is an educational tool to sensitize the population to adopt more responsible behaviors.
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spelling Promoting accessibility and social inclusion in smart cities: a gamification approachEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringPeople with disabilities continue to lack equal accessibility and mobility in cities. Not every facility, route, or mode of transportation, such as travel by train, car, or foot, is accessible to people with mobility impairments. Steep ramps, steps, bouldering, and other uneven pathway covering are sometimes impassable for mobility-impaired or wheelchair users, which might result in inaccessible places and dissatisfaction when attempting to reach a specific location or destination. This thesis is a component of the smart cities subject, whose major objective is to incorporate the concepts of mobility, sustainability, and digitization in order to enhance the quality of life for people throughout the globe. This study aims to create an educational tool that educates and alerts players about the obstacles that disabled people experience on a daily basis. We are pushed to learn from powerful, engaging, and innovative stimuli in today's world; thus, we attempt to create a new technique for adult learning \cite{Fernandes2016}. When compared to traditional approaches, the usage of serious games improves learning outcomes more effectively \cite{Nascimento2021}. By educating the general population about potential obstacles, such as a car parked on top of the sidewalk hindering wheelchair users' mobility, this dissertation will benefit persons with disabilities. This gamified solution aims to make the general population aware of the difficulty of mobility and accessibility that people with wheelchairs have on a daily basis to adopt more responsible behaviors. Contributing to the development of smart cities, creating a city without barriers where everyone can contribute, enhancing the quality of life for many persons with disabilities, and considering the future of city planning. To develop this solution, we start with a systematic literature review, selecting the relevant records and then including them in a list for further reading, finishing with 22 documents. Next, we studied the requisites with a focus group and conducted some interviews. Later we did the conceptualization, development, and validation of a prototype, validated by citizens in a real environment controlled through usability tests. This prototype is an educational tool to sensitize the population to adopt more responsible behaviors.2023-07-242023-07-24T00:00:00Z2026-07-23T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/152796TID:203427246engTiago André Sousa Araújoinfo:eu-repo/semantics/embargoedAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-12-22T01:30:55Zoai:repositorio-aberto.up.pt:10216/152796Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:58:54.711091Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Promoting accessibility and social inclusion in smart cities: a gamification approach
title Promoting accessibility and social inclusion in smart cities: a gamification approach
spellingShingle Promoting accessibility and social inclusion in smart cities: a gamification approach
Tiago André Sousa Araújo
Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
title_short Promoting accessibility and social inclusion in smart cities: a gamification approach
title_full Promoting accessibility and social inclusion in smart cities: a gamification approach
title_fullStr Promoting accessibility and social inclusion in smart cities: a gamification approach
title_full_unstemmed Promoting accessibility and social inclusion in smart cities: a gamification approach
title_sort Promoting accessibility and social inclusion in smart cities: a gamification approach
author Tiago André Sousa Araújo
author_facet Tiago André Sousa Araújo
author_role author
dc.contributor.author.fl_str_mv Tiago André Sousa Araújo
dc.subject.por.fl_str_mv Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
topic Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
description People with disabilities continue to lack equal accessibility and mobility in cities. Not every facility, route, or mode of transportation, such as travel by train, car, or foot, is accessible to people with mobility impairments. Steep ramps, steps, bouldering, and other uneven pathway covering are sometimes impassable for mobility-impaired or wheelchair users, which might result in inaccessible places and dissatisfaction when attempting to reach a specific location or destination. This thesis is a component of the smart cities subject, whose major objective is to incorporate the concepts of mobility, sustainability, and digitization in order to enhance the quality of life for people throughout the globe. This study aims to create an educational tool that educates and alerts players about the obstacles that disabled people experience on a daily basis. We are pushed to learn from powerful, engaging, and innovative stimuli in today's world; thus, we attempt to create a new technique for adult learning \cite{Fernandes2016}. When compared to traditional approaches, the usage of serious games improves learning outcomes more effectively \cite{Nascimento2021}. By educating the general population about potential obstacles, such as a car parked on top of the sidewalk hindering wheelchair users' mobility, this dissertation will benefit persons with disabilities. This gamified solution aims to make the general population aware of the difficulty of mobility and accessibility that people with wheelchairs have on a daily basis to adopt more responsible behaviors. Contributing to the development of smart cities, creating a city without barriers where everyone can contribute, enhancing the quality of life for many persons with disabilities, and considering the future of city planning. To develop this solution, we start with a systematic literature review, selecting the relevant records and then including them in a list for further reading, finishing with 22 documents. Next, we studied the requisites with a focus group and conducted some interviews. Later we did the conceptualization, development, and validation of a prototype, validated by citizens in a real environment controlled through usability tests. This prototype is an educational tool to sensitize the population to adopt more responsible behaviors.
publishDate 2023
dc.date.none.fl_str_mv 2023-07-24
2023-07-24T00:00:00Z
2026-07-23T00:00:00Z
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