| Literature DB >> 35009623 |
Shi Qiu1,2, Pengcheng An3,4, Kai Kang2,5, Jun Hu2, Ting Han1, Matthias Rauterberg2.
Abstract
Social interactions significantly impact the quality of life for people with special needs (e.g., older adults with dementia and children with autism). They may suffer loneliness and social isolation more often than people without disabilities. There is a growing demand for technologies to satisfy the social needs of such user groups. However, evaluating these systems can be challenging due to the extra difficulty of gathering data from people with special needs (e.g., communication barriers involving older adults with dementia and children with autism). Thus, in this systematic review, we focus on studying data gathering methods for evaluating socially assistive systems (SAS). Six academic databases (i.e., Scopus, Web of Science, ACM, Science Direct, PubMed, and IEEE Xplore) were searched, covering articles published from January 2000 to July 2021. A total of 65 articles met the inclusion criteria for this systematic review. The results showed that existing SASs most often targeted people with visual impairments, older adults, and children with autism. For instance, a common type of SASs aimed to help blind people perceive social signals (e.g., facial expressions). SASs were most commonly assessed with interviews, questionnaires, and observation data. Around half of the interview studies only involved target users, while the other half also included secondary users or stakeholders. Questionnaires were mostly used with older adults and people with visual impairments to measure their social interaction, emotional state, and system usability. A great majority of observational studies were carried out with users in special age groups, especially older adults and children with autism. We thereby contribute an overview of how different data gathering methods were used with various target users of SASs. Relevant insights are extracted to inform future development and research.Entities:
Keywords: assistive technology; data gathering methods; older adults; people with disabilities; social interaction
Mesh:
Year: 2021 PMID: 35009623 PMCID: PMC8747743 DOI: 10.3390/s22010082
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Figure 1Boolean search string used in the search strategy.
Summary of studies and features.
| No. | References | Research Purpose | Target Users | Methods of Data Gathering |
|---|---|---|---|---|
| 1 | Hine and Arnott, 2002, [ | Design a communication service for people with speech or language impairment to enhance their social interactions when living independently. | People with speech or language impairment (non-speaking people) | Informal observation (usability and usefulness) |
| 2 | Miller et al., 2007, [ | Design a semitransparent video interface to follow discourse at meetings in both collocated and remote settings. | People with deafness | Interview: feedback from interviews after demo sessions |
| 3 | Vincent et al., 2007, [ | Use new assistive technology to evaluate the social participation of people with deafness. | People with deafness | Questionnaires (i.e., social participation, functional communication in activities of daily living, user satisfaction) |
| 4 | Nguyen et al., 2008, [ | Design an interface for people who have physical disabilities and use communication systems by speech-generating devices to make calls and send messages. | People with physical disabilities | Questionnaires: |
| 5 | Dadlani et al., | Use an electronic picture frame to monitor older adults at home with unobtrusive sensors, and collect data about their health, to provide social connectedness to caregivers. | Older adults | 1. Interviews |
| 6 | Hirano et al., 2010, [ | Design an interactive and collaborative visual scheduling system to help children with ASD to understand, structure, and predict activities in their daily lives. | Children with ASD | 1. Observations of classroom activities (field notes, photographs and videos) |
| 7 | Krishna et al., 2010, [ | Develop an assistive technology for blind people, providing them with body rocking feedback and helping them access the facial expressions of their interaction partners. | Blind people | 1. Functional validation, detection rate of body rocking |
| 8 | McDaniel et al., | Design novel tactile rhythms to convey the social cue of interpersonal distance (proxemics) for blind people. | Blind people | User task performance: users’ recognition accuracies of tactile rhythms |
| 9 | Brok and Barakova, 2010, [ | Design a tangible multiagent system of interactive blocks to establish cooperative play between children with ASD and their caregivers. | Children with ASD | Observation (the participants’ behaviors and interactions with the system) |
| 10 | Astell et al., 2010, [ | Develop a multimedia touch screen system to test whether it can meet the needs of both people with dementia and caregivers to engage in mutually satisfying interactions. | Older adults with dementia | Observation (verbal and nonverbal behaviors) |
| 11 | Shim et al., 2010, [ | An online social gaming environment designed for older adults, to support social interaction through text and voice-based communications. | Older adults | 1. Questionnaires (relationship strength between partners) |
| 12 | Black et al., 2011, [ | Design a personal narrative system for children with SSPI. | Children with SSPI | System log (voice recordings from home and school) |
| 13 | Gilfeather-Crowley et al., | Design an enhanced social awareness (ESA) network to assist blind people to identify friends and initiate social contact when their friends are approaching them. | Blind people | Functional validation (recognition error) |
| 14 | Escobedo et al., | Develop a mobile assistive application for children with ASD to extend the social curriculum training and support real-life social situations. | Children with ASD | 1. Interviews |
| 15 | Fuchsberger et al., 2012, [ | Requirement analysis of an online platform to enhance the intergenerational interactions between geographically distant grandparents and grandchildren. | Older adults | 1. Questionnaires: |
| 16 | Hermann et al., 2012, [ | Design a wearable device to represent head movements as sound, aiming at assisting blind people to perceive head gestures. | Blind people | 1. User task performance: |
| 17 | Wu and Koon, | Analyze the computer customization service that can simplify the communication between older adults and caregivers through the tangible and virtual interface in social media. | Older adults | 1. Interviews (system usability, behavior, and perception of older adults on using computer) |
| 18 | Hourcade et al., | Design applications that run on multitouch tablets to promote social skills for children with ASD, enabling them to better collaborate, and understand emotions. | Children with ASD | 1. Interviews (user feedback) |
| 19 | Garattini et al., 2012, [ | Design and evaluate a communication system prototype to increase interaction in older adults suffering from social isolation and loneliness. | Older adults | 1. System log (usage of the system) |
| 20 | Magee and Betke, 2013, [ | Design assistive technology to automatically generate a message on the social network to help people with (motion) disabilities to communicate with family and caregivers, to combat loneliness and isolation. | People with (motion) disability | 1. Observation |
| 21 | Nijhof et al., 2013, [ | Explore the behavior outcome of a designed technology supporting leisure activity (a social game) of people with dementia, in comparison with a game without technology support. | People with dementia | 1. Observation (structured observation using Oshkosh Social Behavior Coding Scale) |
| 22 | Anam et al., 2014, [ | Use assistive technology to enable blind people to perceive social signals during a dyadic conversation. | Blind people | Questionnaires: |
| 23 | Bala et al., 2014, [ | Use a haptic interface to deliver the facial expressions of an interaction partner to blind people. | Blind people | User task performance (select a face image according to vibrotactile cues, to test the recognition rates) |
| 24 | Purves et al., 2014, [ | Develop a touchscreen-based interface to facilitate the communication between people with dementia and their caregivers. | People with dementia | 1. Interviews (user experience) |
| 25 | Terven et al., 2014, [ | Present a method of robustly recognizing six head gestures for blind people. | Blind people | 1. Observation (head movements) |
| 26 | Louanne, E. and Boyd et al., | Use collaborative gaming to facilitate social relationships (i.e., membership, partnership, and friendship) in children with ASD. | Children with ASD | 1. Observation (field notes) |
| 27 | Nazzi et al., 2015, [ | Design the augmented everyday artifacts (the shopping bag) to make activities of older adults more socially visible to their community, to enhance their face-to-face social interaction. | Older adults | Observation (pictures, videos, and notes experiences of older adults gathered from co-design activities) |
| 28 | Abdallah et al., | Provide an application to transfer text or voice information of hearing people into sign language, aiming at communicating with deaf and dumb people simply and creatively. | Deaf-and-dumb people | Questionnaires about the application: |
| 29 | Bekele et al., 2016, [ | Design a multimodal VR-based social interaction platform for ASD intervention, asking children with ASD to recognize the emotions of the virtual characters. | Children with ASD | 1. Physiological data: |
| 30 | Buimer et al., | Provide vibrotactile feedback through a haptic belt to enhance social interactions for blind people. | Blind people | User task performance (i.e., identify a given emotional according to the location of tactile feedback) |
| 31 | Kim et al., 2016, [ | Design an audio-augmented badminton game to help blind people enjoy physical activities and social interaction with sighted people. | Blind people | 1. Interviews (overall experience on the game) |
| 32 | Sauvé et al., 2016, [ | Measure the benefits of an online educational game designed for older adults’ quality of life. | Older adults | Questionnaires: self-administered questionnaire (physical state, psychological aspect, social Environment) |
| 33 | Tapia et al., 2016, [ | Explore the effectiveness of a smart TV-based application that promotes social interaction between older adults and their family members through social media. | Older Adults | 1. Interviews (system usability) |
| 34 | Wang et al., 2016, [ | Design a mobile application that not only helps older adults with low vision read better, but also encourages them to interact with family, friends, and society. | Older adults with low vision | 1. Observation (interactions with the prototype) |
| 35 | Zhao et al., 2016, [ | Present an automatic emotion annotation solution on 2.5-D facial data collected from RGB-D cameras. | People with low vision, Alzheimer’s disease, and ASD | Functional validation (the recognition rates) |
| 36 | Voss et al., 2016, [ | Implement a facial expression recognition system based on google glasses, aiming at providing social cues for children with ASD. | Children with ASD | Observation (the effectiveness and usability of the system) |
| 37 | Qiu et al., 2016, | Design a Tactile Band to enable the blind person to feel attention (gaze signals) from the sighted person, aiming at enhancing the level of engagement in face-to-face communication. | Blind people | 1. Questionnaires (relationship quality, partner closeness) |
| 38 | Baez et al., 2017, [ | Design a virtual fitness environment to keep independent-living older adults physically and socially active. | Older adults | 1. Questionnaires: |
| 39 | Bonnin et al., | Assist children with ASD to improve social interactions through messages received in a waist smart band. | Children with ASD | 1. Observation: an observation instrument included data: |
| 40 | Davis et al., 2017, [ | Use a peripheral activity-based awareness system to capture human activity information, aiming at enhancing context awareness and support social connectedness between older adults and their caregivers. | Older adults | 1. A semi-structured interview |
| 41 | Gugenheimer et al., 2017, [ | Design and evaluate the real-time translation of sign language to promote face-to-face interactions between deaf and hearing people. | People with deafness | 1. Interviews |
| 42 | Meza-de-Luna et al., 2017, [ | Enhance face-to-face interaction of blind people by conveying the social cue of head-nodding of conversation partners (so that the user could mirror this gesture). | Blind people | 1. Questionnaire to evaluate conversation (i.e., the Two-Dimensional Social Interaction Scale) |
| 43 | Papa et al., 2017, [ | Design a TV-based interface to promote social interaction of less-educated older adults who have difficulty in using computers for socialization. | Older adults with lower education levels and difficulties of using computers | 1. Group interviews (opinions about the system) |
| 44 | Wu et al., 2017, [ | Use artificial intelligence to enhance blind people’s experiences with photos on SNSs. | Blind people | 1. Interviews (current use of technology and social media, comprehension and general feedback on automatic alt-text) |
| 45 | Feng et al., 2017, [ | Evaluate the effectiveness of an Interactive Table Design (ITD) for providing older adults with dementia meaningful engagements. | Older adults with dementia | Observation (emotional, verbal, visual, behavioral, collective engagement, and signs of agitation) |
| 46 | Zolyomi et al., 2017, [ | Understand and investigate the social and emotional impacts associated with the adoption of low-vision assistive technology. | Blind people | Interviews (recall critical incidents, necessary visual qualifications for using eSight, customers’ concerns about adoption, and daily use) |
| 47 | Rahman et al., 2017, [ | Design a smartphone based system to assist blind people to perceive nonverbal signals in natural dyadic conversations. | Blind people | 1. Questionnaires (user satisfaction, usability) |
| 48 | Sarfraz et al., 2017, [ | A real-time multi-modal system that provides nonverbal cues (e.g., eye contact, number of people, their names and positions) via audio and haptic interfaces. | Blind people | 1. Questionnaire (the usability of interfaces, functions, ease of use, and intuitiveness) |
| 49 | Louanne, E. and Boyd et al., | Provide the VR intervention to regulate social distance for children with ASD in social interactions. | Children with ASD | 1. System log (user’s distance from the avatar; volume; duration of talking) |
| 50 | Johnson et al., 2018, [ | Design and evaluate an affective avatar to engage the user in social interactions to assist in communication therapies. | People with SCD (Social Communication Disorders) | 1. User task performance (identification accuracy of six avatar emotions) |
| 51 | Lin et al., 2018, [ | Design a VR system for older adults living in communities, aiming at enhancing their emotional and social well-being. | Older adults | Questionnaires: |
| 52 | McDaniel et al., | Design haptic display using vibrotactile representation to convey facial action units (e.g., lip corners pulled up, cheeks raised), to help blind people perceive social signals. | Blind people | 1. User task performance (recognition accuracies of participants about the designed vibrotactile representation) |
| 53 | Pingali et al., 2018, [ | Design an autonomous wheelchair that can perform side-by-side following to reduce the mental load for people with physical disabilities in simultaneously navigating the wheelchair and conversing with people. | People with physical disabilities | Functional validation |
| 54 | Yurkewich et al., 2018, [ | Evaluate how a tablet-based communication technology designed for older adults was used and impact family relationships. | Older adults with cognitive impairment | 1. Interviews (participants’ past experiences and present life, patterns of use, the facilitators and barriers to use, user experience) |
| 55 | Fleury et al., 2019, [ | Design and evaluate a fabric-based speech-generating device (SGD) for nonverbal pediatric participants with vision impairment. | The nonverbal pediatric participant with vision impairment | 1. Questionnaires completed by caregivers: |
| 56 | Isaacson et al., 2019, [ | Design and evaluate a communication system, aiming at promoting social connectivity and providing entrainment content for older adults. | Older adults | Questionnaires: |
| 57 | Marti and Recupero, 2019, [ | Design smart jewels to support people with hearing loss beyond functional needs: instead of supporting hearing, the system aims to support emotional and socio-cultural needs. | People with deafness or hearing loss | In-depth interview (lived experiences on aesthetics, self-expression, and identity) |
| 58 | McCarron et al., 2019, [ | Support people with memory loss (dementia) to remember people (names and relationships) that they interact in social activities, to increase their social engagement. | People with memory loss | 1. Questionnaires (quality of social interactions and quality of life) |
| 59 | Tamplin, et al., 2019, [ | Test the acceptability and feasibility of an online virtual reality platform for therapeutic group singing interventions for people living with spinal cord injury. | People living with spinal cord injury | 1. Questionnaires (the overall user experience) |
| 60 | Lee et al., 2020, [ | Design a working prototype for pedestrian detection, to decrease the social tensions of blind people. | Blind people | System log (the pedestrians’ attributes, such as name, gender, head pose, and position) |
| 61 | Li et al., 2020, [ | Design three interactive systems to enhance the social interaction of older adults. | Older adults | 1. Questionnaire (IOS) |
| 62 | Qiu et al., 2020, [ | Design Social Glasses system to let a blind person perceive and react “eye gaze” to a sighted conversation partner, to enhance their communication quality. | Blind people | 1. Questionnaire (NMSPI, IOS) |
| 63 | Theil et al., 2020, [ | Present a mobile | Deaf blind people | N/A |
| 64 | Bellini et al., 2021, [ | Analyze the localization data of AD patients living in assisted care homes to understand their social behaviors, promote their sociability and delay cognitive decline. | AD patients (Alzheimer’s Disease) | System log |
| 65 | Hsieh et al., 2021, [ | Use eye-gaze assistive technology to promote dyadic interaction between children with severe physical disabilities and their communication partners. | Children with physical disabilities and complex communication needs | Observation (video-coding for communicative interaction, observational scheme) |
Figure 2PRISMA flow chart of our dataset according to [26].
Figure 3The number of articles according to the year of publication.
Classification of target users.
| Target Population (N) | References | ||
|---|---|---|---|
| Older adults (21) | Older adults in general (14) | [ | |
| Cognitive impairments (7) | Dementia | [ | |
| Mild cognitive impairment | [ | ||
| People with disabilities (44) | Visual impairments (20) | [ | |
| Autism spectrum disorder (ASD) (9) | Children with ASD | [ | |
| Listening and speech impairments (7) | People with deafness | [ | |
| Deaf and dumb people | [ | ||
| People with speech or language impairment | [ | ||
| Mobility and physical impairments (5) | People with physical disabilities | [ | |
| People with motion disability | [ | ||
| People living with spinal cord injury | [ | ||
| Others (3) | People with severe speech and physical impairments (SSPI) | [ | |
| People with social communication disorders (SCD) | [ | ||
| People with low vision, Alzheimer’s disease, and ASD | [ |
Types of data gathering (“N” stands for the number of studies).
| Data Gathering | References |
|---|---|
| Interview data | [ |
| Questionnaire | [ |
| Observational data | [ |
| System log | [ |
| User task performance | [ |
| Functional validation | [ |
| Physiological data | [ |
Figure 4Data gathering methods for target users.
Questionnaires for measuring SASs (“N” stands for the number of questionnaires).
| Questionnaire | Measures | References of Studies |
|---|---|---|
| Standardized questionnaire | Social interaction | IOS [ |
| Emotional state | SAM [ | |
| Usability | SUS [ | |
| Self-developed questionnaire | Social interaction and emotional state | [ |
| Usability | [ |