Designing for Inclusion by Unknown

Designing for Inclusion by Unknown

Author:Unknown
Language: eng
Format: epub
ISBN: 9783030438654
Publisher: Springer International Publishing


6 Conclusion

Participants in general held positive attitudes towards the mobile health application. The careful consideration and inclusion of the unique needs of Ghanaian end users during the design process cultivated a greater sense of ownership and acceptance as indicated by the willingness to pay for the application if necessary. End users are more likely to embrace mHealth technology when the implicit cultural values embedded in artifacts during the design stage reflect the values of end users (Leidner and Keyworth 2006). With respect to this, it is strongly recommended that user interface, user experience designers and researchers gain better understanding of targeted cultural preferences and the role it plays in the design process and usage of mHealth technology (Chakraborty et al. 2017). By developing a tailored mHealth application with cultural markers, it is envisaged that the health and wellbeing of marginalised groups, such as Ghanaian migrants can be improved.

Future research patterns should include expanding this study to encompass a larger cohort of participants from different locations. This research should also be extended to other migrant groups in the United States, to determine their perception and interaction with mHealth applications.

Current research primarily focuses on the different mHealth applications that are available, and their use for various health challenges, it is imperative that more evidence-based research is conducted on the actual impact of mHealth applications not just for migrant populations, but for the general population as a whole.

References

Chakraborty J, Chakraborty S, Dehlinger J, Hritz J (2017) Designing video games for the blind: results of an empirical study. Univ Access Inf Soc 16(3):809–818Crossref



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