(IJCSIS) International Journal of Computer Science and Information Security,
Vol. 13, No. 6, June 2015
Using Handheld Mobile System
To Address Illiteracy
M. Samir Abou El-Seoud
AbdelGhani Karkar
Faculty of Informatics and Computer Science
The British University in Egypt – BUE
Cairo, Egypt
samir.elseoud@bue.edu.eg
Dept. of Computer Science and Engineering
Qatar University
Doha, Qatar
a.karkar@qu.edu.qa
Amal Dandashi
Islam Taj-Eddin
Dept. of Computer Science and Engineering
Qatar University
Doha, Qatar
amaldandashi@gmail.com
Academic Researcher and Computer Science Specialist,
Cairo, Egypt
islam_t@hotmail.com
Jihad Al Ja’am
Dept. of Computer Science and Engineering
Qatar University
Doha, Qatar
jaam@qu.edu.qa
In Egypt, the total number of illiterate people aged 10
years or more has exceeded 16 million in 2012, according to
the Egyptian Central Agency for Public Mobilization and
Statistics (CAPMAS) [7]. According to [8], there exist
112.81 mobile phones per 100 Egyptian citizens.
Abstract—Handheld device systems have been used as tools for
teaching people with special needs due to cognitive function
enhancement by utility of multimedia, attractive graphics and
user-friendly navigation. Can a handheld device system, such
as cellular phone, be used for teaching illiterate people? This
paper explores and exploits the possibility of the development
of an educational mobile system to help the illiterate people in
Egypt.
The flexible business model of mobile phone has proved
to be viable particularly in developing countries. Despite
infrastructural shortcomings, high cost of ownership, limited
power available for charging devices, mobile devices had
been widely penetrated the society at all levels [2].
Index Terms—Graphical User Interface; Audio; Graphics;
Video, Wireless; Mobile System; Arabic alphabet; Arabic
speaking illiterate people; illiteracy.
The nature of current technological advances in the
mobile phones domain generally suggests the future
decrease of the cost of smart phones for customers in
general. That includes the customers of developing
countries. Recently, in the Egyptian market, there are cheap
Chinese versions of Android based devices. In the future, it
is expected to become more affordable to lower income
segments.
I. INTRODUCTION
Literacy can be defined in many ways. The U.N. defines
a literate person as someone who can “…with
understanding, both read and write a short simple statement
in his or her everyday life” [19]. Learning the alphabetic
letters could be more difficult than numbers for illiterate
people [14].
With the international effort to eliminate illiteracy, the
problems related to inequalities have deepened. For
instance, in Egypt, children of different social backgrounds
do not have equal opportunities to learn and reap benefits.
Furthermore, they are trapped and cannot get out of the
vicious circle of poverty.
Although the number of illiterate people around the
world is estimated to be 800 million, they still can use the
mobile appropriately. For the best knowledge of the authors,
little research has been done to understand the reasons
behind that. Most of them are from developing countries and
females represent a high percentage of the 800 million [2].
Egypt has recognized that illiteracy is one of its core
pillars to develop. Despite the effort that has been done in
past decades under different governments, education
remains a challenge. Even though the percentage of
illiteracy is decreasing, the number of people struggling to
77
http://sites.google.com/site/ijcsis/
ISSN 1947-5500
(IJCSIS) International Journal of Computer Science and Information Security,
Vol. 13, No. 6, June 2015
TABLE I.
read and write is increasing. This is a sign or indication that
there are a few issues regarding the implemented
educational policies. One of these issues is the approach
and the way they teach the students.
Participants
P1
P2
P3
P4
P5
In a previous work of [15][16], the authors proposed a
system to teach deaf people using Cell phones technology.
In this paper, the authors will expand and re-use their
previous work of teaching deaf people into teaching the
Arabic alphabet to Egyptian illiterate people.
ILLITERATE PARTICIPANTS CHARACTERISTICS
Experience level
Novice
Novice
Novice
Novice
Novice
Age group
21-34
35-65
12-20
21-34
35-65
Gender
Male
Female
Female
Male
Female
A. First Experiment
The experiment will start with an introduction
explaining what tasks needed to be performed by the
participant. The tasks are:
The authors found online products that teach Arabic
alphabet to nonspeaking Arabic people [4][5][6]. To the
best knowledge of the authors, they did not find studies
centered on teaching the Arabic alphabet to Arabic speaking
illiterate people using mobile systems. The authors realize
that the problem of teaching the Arabic alphabet to Egyptian
illiterate people should be divided into two steps:
First, dialing a specific number,
Next, talking for a few seconds,
Last, exit the call.
Gathering baseline data of how illiterates recognize
and react with the mobile interface,
The results of the tasks for the five participants, see table
1, are shown in figure 2. The results in figure 2 show the
dialing and calling (i.e. talking) times in seconds for every
participant plus the average. It is clear, from figure 2, that
the dialing time is substantially greater.
Based on the information gathered from the previous
step, a suggested system could be developed.
The study will concentrate on the first past and will pave
the ground for the second part in a sequel paper.
II.
DATA GATHERING
The objective of this section is to gather baseline data
about the effectiveness and the usability of the mobile
interface. The two experiments are conducted using a
Samsung device, running an Android operating system that
contains the ePhone application; see figure 1.
As authors mentioned at the introduction section, the
target of this study is to gather baseline data of how
illiterates recognize and react to the mobile interface. This
empirical study involves five novice illiterate participants.
All users have no previous background of using mobile
phones. Some other empirical studies involve only seven
novice participants [1]. For some empirical study
investigations, the baseline data is more important than the
number of participants. The baseline data will be used for
further investigations that involve more participants. The
profile of the five novice illiterate participants is shown in
table 1.
Figure 2. The results of the tasks for the five illiterate participants plus the
average of the dialing time and calling (i.e. talking) time.
After the participant finishes the experiment, a general
feedback will be discussed with the participants. The
general feedback discussion will focus on:
How well do participant read and understand icons?
Which icons were problematic and why?
What participant thinks of the overall performance of
the application?
B. Second Experiment
The experiment will start with an introduction
explaining what tasks needed to be performed by the
participant. The tasks are:
First, start a game,
Figure 1. Smart phone mobile numbers call interface
78
http://sites.google.com/site/ijcsis/
ISSN 1947-5500
Next, go through the levels until reaching the results,
(IJCSIS) International Journal of Computer Science and Information Security,
Vol. 13, No. 6, June 2015
TABLE III.
Last, start another round.
TYPES OF ERRORS AND ITS MITIGATION
FOR THE SECOND EXPERIMENT
After the participant finishes the experiment, a general
feedback will be discussed with the participants. The
general feedback discussion will focus on:
How flexible is the navigation/usage of the developed
application?
Does it satisfy the needs and requirements of the test
subject?
Does it provide an understandable interface of
minimal knowledge requirement?
Type
1
Error
Inefficient Click
2
Wrong Answer
3
Rapid Clicks
Mitigation method
the finger size of the
participant are to be
considered
Installing
a
voice
narrator that instructs
the participants
Adding a sound effect
to their clicks to
quickly adapt to the
program
Level
Irritant
Irritant
Moderate
C. General Feedback
What possible usability/understanding errors could
arise from the test?
The general feedback discussion, of both experiment 1
and experiment 2 with the five participants, shows that:
Are the test subjects able to go through the
application from start to finish seamlessly?
1) Small icon confusion: The participants did not
know where they should click on to create a new contact,
after hesitating for a few seconds and searching for the icon
due to its size, they finally identify the icon that will lead
them to the new contact page.
The results of the tasks for the five participants, see table
1, are shown in table 2, and table 3. The results in table 2
show the type of errors that every participant committed
when performed a certain task. The type of error is
described in table 3.
2) Multiple clicks: The participants clicked twice on
the send button in order to send the message. The first time
the participants pressed on the button while the screen
keypad was opened. The participants attempted once more
after closing the keypad.
How tolerable are these errors, and how can they be
fixed in favor of higher usability?
TABLE II.
Participants
P1
P2
P3
P4
P5
3) Recognition delay: The participants press on the
image, thinking it is a button. However, they immediately
realize what is it? Hence, they click on the actual call
button. When participants were attempting on exiting the
application, they took a while to recognize which icon
performs such action. Since it is the only icon that has no a
description.
RESULTS OF THE SECOND EXPERIMENT
Tasks
Start The Game
Playing The Game
Reach
Results
Screen
&Start
Another Round
Start The Game
Playing The Game
Reach
Results
Screen & Start
Another Round
Start The Game
Playing The Game
Reach
Results
Screen & Start
Another Round
Start The Game
Playing The Game
Reach
Results
Screen & Start
Another Round
Start The Game
Playing The Game
Reach
Results
Screen & Start
Another Round
Type of
errors
0
3
2
Time of each
interface
(Approx.)
1 second(s)
4 second(s)
2 second(s)
0
0
0
1 second(s)
10 second(s)
3 second(s)
0
2
2
1 second(s)
3 second(s)
5 second(s)
4) Small icon recognition: Delay leading to hesitation.
The icon made for creating a new contact is relatively small
in comparison to other buttons. The participants invest quite
some time to search for the icon in order to create a new
contact. They are hesitating by going back and forth in the
application page, in order to search for where the task
should be performed?
III. PROPOSED SYSTEM
0
0
0
1 second(s)
5 second(s)
2 second (s)
0
0
0
1 second(s)
6 second (s)
3 second(s)
Users interact with mobile applications through different
graphical user interface GUI components such as buttons,
icons, or nested menus …etc.
Controversial user interface (UI) topics include the
issues of inclusion [18] or exclusion [3][10] of text labels.
Moreover, they use drawings [9] instead of icons. Common
UI components - the concept of soft-keys, vertical
scrollbars, short text labels [11][12] and the concept of a
focus in lists [20] – were described as hard to understand
[2].
Chipchase’s work [13] shows that illiterate users could
perform tasks such as turn on their phones and accept
79
http://sites.google.com/site/ijcsis/
ISSN 1947-5500
(IJCSIS) International Journal of Computer Science and Information Security,
Vol. 13, No. 6, June 2015
incoming calls, whereas dialing numbers to make outgoing
calls proved difficult for some. However, simple tasks such
as changing the clock or sending a message could be easy
for some illiterate users by memorizing the steps. In that
respect, it is important to understand the causes of all these
problems while interacting with the mobile. We should take
into consideration that the mobile devices will be rapidly
penetrating the market of developing countries targeting the
majority of population and could help support the education
of illiterate people.
3) Game Keeper: which is responsible for reading
the score achieved in the game and storing it in
the database;
4) Performance Tracker: which is responsible for
reading stored score information and displaying
them according to the attempts made by the user;
5) Audio Player: which is responsible for playing
suitable audio files related to the opened page, in
addition to providing audio feedback to the user
after playing the game? Without any loss of
generality, from now on all snapshots of the
mobile application will have audio interaction
between the user and the mobile application,
even if not explicitly mentioned.
The participants in the experiment mainly faced critical
errors which would either lead them to invest too much of
their time in order to perform a particular task or even end
up discarding the task. The time spent on each task
exemplifies the delay that challenged participants face to
perform a particular task.
6) Multimedia Generator: which takes as input
Arabic text and utilizes Natural Language
Processing techniques to classify the text and
retrieve multimedia elements (i.e., images and
videos) related to the text.
To design an interface for illiterate Arabic speaking
people, a number of changes need to be considered in the
GUIs. It has been recommended to:
Avoid long text, i.e. minimization of text reliance.
Exposure to text in conjunction with audio
The developer should state underneath the symbol or
using yellow tool tip text to explain what this
particular button does. That condition is suitable
more for barely educated than illiterate.
Excessive use of pictures, shapes, handwriting,
special signs, and colors. Extremely value audio and
graphic support in GUIs for illiterates
Increase the size of the icon and clarify what each
icon is used for. Illiterate persons may not understand
the symbol of the icon. The users were able to read
and recognize nearly all icons, except the “create new
contact” icon, which resulted in quite some delay
time to the user. The problem behind that icon was
that it was too small and did not have a statement of
some sort stating what this icon does.
Figure 3. System components (need to add component of multimedia
generator)
A. System Architecture
The system is composed mainly of two parts: the
application server that contains all mobile resources (e.g.,
pages, games, database, etc.) and the mobile application
which sends queries to the server to load the required
resource elements, as shown in figure 4.
Aim to use more recognizable icons instead of
menus; the proposed system should require the least
possible amount of memorization for the illiterate
users.
IV. DESIGN THE PROPOSED SYSTEM
Based on the previous results of [14] and [17], a mobile
application will be designed. The mobile application
consists mainly of five components as shown in figure 3:
1) Page Loader: contains the list of games;
2) Data Keeper: This is the Game Engine. It has a
score counter that counts the time, number of
mistakes and the number of correct answers. The
game also stores if the user has selected the
correct answer from the first time;
Figure 4. System architecture
80
http://sites.google.com/site/ijcsis/
ISSN 1947-5500
(IJCSIS) International Journal of Computer Science and Information Security,
B. Snapshots
Snapshot-1
When the mobile application is launched, the following
main screen will be displayed which allows the user to
access the basic buttons and listen to the recorded voice
associated with them, as shown in figure 5.
Figure 7. Snapshot-3
Snapshot-4
Various icons that have particular meaning will be
displayed in the mobile application, if the user pressed and
held any button for two seconds, a loading progress will
appear on the button to play an explanation voice record
which explains the usage of the button, as shown in figure 8.
Figure 5. Snapshot-1
Snapshot-2
By clicking the icon of the boy playing football; on the
top row in Snapshot 1, the screen shown in figure 6, will be
displayed. The icon in the upper row can be clicked to go
back to the previous screen.
Figure 8. Snapshot-4
Snapshot-5
When the user enters the learning mode in the application,
it will load the progress of the user stored in the mobile.
The mobile application starts by reading available options
by playing audio files and waits for the user to choose one:
1) study the Arabic numbers; 2) study the Arabic letters; 3)
input Arabic text to retrieve multimedia elements and 4)
play games to evaluate what the user had learned, as shown
in figure 9.
Snapshot-3
Figure 6. Snapshot-2
When the user clicked the icon “possible” (Arabic:
Momken), it is possible for him to click he icon “drink”
(Arabic: Ashrab) located in the middle, therefore, a
collection of drink flavors will be displayed to allow him to
select the flavor he wants, as shown in figure 7.
Figure 9. Snapshot-5
81
http://sites.google.com/site/ijcsis/
ISSN 1947-5500
(IJCSIS) International Journal of Computer Science and Information Security,
Snapshot-6
Before starting the game, the user can watch an
animated cartoon lesson to learn about the specified topic.
Each lesson does not exceed three minutes duration to keep
the user’s attention. Snapshot 5, shown in figure 10, shows a
mathematic lesson to perform basic objects enumeration.
A
B
Figure 12. Snapshot-8
Snapshot-9
The screens A and B, shown in figure 13, are pages used
to teach the user Arabic letters. The application recite
Arabic letters, as shown in screen A, then several examples
are given for each letter, as shown in screen B.
Figure 10. Snapshot-6
Snapshot-7
After watching the lesson, the user can play games
related to the lesson for self evaluation. The following
screens A and B , shown in figure 11, show two different
game evaluation pages to evaluate what the user learned
about the enumeration of objects. In screen A, the user is
asked about selecting the appropriate number that is
presented by the hand; in screen B, he is asked to sort
numbers drawn on eggs in the right order.
A
A
B
Figure 13. Snapshot-9
Snapshot-10
The screens A and B, shown at figure 14, represents a
game that evaluates the user through various questions in
different styles about what had been learned about Arabic
alphabetic letters. In screen A, the user is asked to select the
image where its name starts with the presented letter. In
screen B, the user is requested to connect the appropriate
letter with its corresponding image that its name starts with
the presented letters.
B
Figure 11. Snapshot-7
Snapshot-8
The following screens A and B, shown in figure 12, is
another game pages to evaluate the user and what been
learned about the order of the week days. In screen A, the
user is asked to sort days by selecting the appropriate day
written on the mushroom. In screen B, the user is required to
see which day the boy is asking for, and select the
appropriate day written on each leaf.
A
B
Figure 14. Snapshot-10
Snapshot-11
After watching the adding process lesson, the user can
play games related to that lesson for self evaluation, as
82
http://sites.google.com/site/ijcsis/
ISSN 1947-5500
(IJCSIS) International Journal of Computer Science and Information Security,
Vol. 13, No. 6, June 2015
Snapshot-14
After playing the game, feedback results will be displayed
for the user in both written and audio forms as shown in
figure 18. The score is divided into three fields:
shown at figure 15. The user is asked to select the correct
answer from the presented numbers.
a) Completion time (in ms),
b) Number of correct answers from first attempt,
c) Number of wrong answers.
Figure 15. Snapshot-11
Snapshot-12
In the snapshot 12, shown in figure 16, an animated
cartoon lesson that teaches a lesson about week days. It
gives full explanation how to pronounce days in order and
how they are ordered. The lesson explains how days are
sorted by constructing and connecting train parts in order
according to the written day on each part.
Figure 18. Snapshot-14
V. CONCLUSION
A number of researches concurred that the current
mobile phone user interface design is not highly
recommended or suitable for illiterate individuals [14].
They found that utilizing audio and graphic support in user
interfaces is highly valuable for the enhanced cognition and
usage friendliness for illiterate people [14].
Figure 16. Snapshot-12
The study of the relation between illiterate, semi-literate
people and their society in the context of using mobile
phones is still at its beginning stages. The rapid technical
development and the changing market of mobile phones
certainly increase opportunities for illiterate individuals in
terms of cognition and communication.
Snapshot -13
Snapshot 13, shown in figure 17, demonstrates an
example of the feedback a user would get after entering
Arabic text into the system that translates as, “A rabbit
has brown or white fur. It eats carrots and moves around
by jumping.”
The use of enhanced GUI systems, complemented with
multimedia support such as audio, image and video enhance
the usage experience for people with literacy related
challenges. In this study, the authors paved the ground for
the proposed system to be investigated in a sequel paper.
REFERENCES
[1]
[2]
Figure 17. Snapshot-13
[3]
[4]
83
A.G. Sutcliffe, M. Ennis and S.J. Watkinson, “Empirical
studies of end-user information searching”, Journal of the
American
Society
for
Information
Science
51(13),
1211–1231, 2000
H. Knoche, and J. Huang, “Text is not the enemy - How illiterates use
their mobile phones”, NUIs for New Worlds: New Interaction Forms
and Interfaces for Mobile Applications in Developing Countries CHI'2012 workshop, 2012.
H. Shakeel, and M. L. Best, “Community Knowledge Sharing: An
internet application to support communications across literacy levels”,
Technology and Society (ISTAS’02) International Symposium on, pp.
37–44, 2002.
http://appcrawlr.com/android-apps/best-free-apps-learning-arabic
http://sites.google.com/site/ijcsis/
ISSN 1947-5500
[5]
[6]
[7]
[8]
[9]
[10]
[11]
[12]
[13]
[14]
[15]
[16]
[17]
[18]
[19]
[20]
(IJCSIS) International Journal of Computer Science and Information Security,
Vol. 13, No. 6, June 2015
http://openlanguage.com/library/learn-arabic/2/culture-show/493/top5-android-apps-for-learning-arabic
https://play.google.com/store/apps/details?id=com.SV.LearnArb
http://www.capmas.gov.eg.
http://www.mcit.gov.eg/Upcont/Documents/
Publications_1992012000_Eng%20Flyer-August2012-last.pdf.
I. Medhi, A. Prasad, and K. Toyama, “Optimal audiovisual
representations for illiterate users of computers”, Proceedings of the
16th international conference on World Wide Web, pp. 882, 2007.
I. Medhi, A. Sagar, and K. Toyama, “Text-free user interfaces for
illiterate and semiliterate users”, Information Technologies and
International Development, vol. 4, issue 1, pp. 37–50, 2007.
I. Medhi, S. N. Gautama, and K. Toyama, “A comparison of mobile
money-transfer UIs for nonliterate and semi-literate users”,
Proceedings of the 27th international conference on Human factors in
computing systems, pp. 1741–1750, 2009.
I. Medhi, S. Patnaik, E. Brunskill, S. N. N. Gautama, W. Thies, and
K. Toyama, “Designing mobile interfaces for novice and low-literacy
users”, ACM Trans. Comput.-Hum. Interact., Vol. 18, issue 1, pp.
2:1–2:28, 2011.
J. Chipchase, “Understanding non-literacy as a barrier to mobile
phone communication”, Retrieved at September, 2009 from:
http://research.nokia.com/bluesky/nonliteracy-001-2005/index.html.
M. El-Seoud, A. Karkar, J.M.A. Ja'am, and O.H. Karam, “A pictorial
mobile-based communication application for non-verbal people with
autism”, 17th International Conference on Interactive Collaborative
Learning (ICL2014) and 43nd International Conference on
Engineering Pedagogy, Dubai, UAE, December 3rd - 6th , ISBN: 9781-4799-4438-5/14, ©2014 IEEE, 529-534, 2014.
M. S. Abou El-Seoud, A. Nosseir, I Taj-Eddin, H. El-Sofany, and N.
Abu Rumman, “A Proposed Pedagogical Mobile Application for
Learning Sign Language”, International Journal of Interactive Mobile
Technologies (iJIM), vol. 7, issue 1, pp. 46-55, ISSN-(1865-7923).
January 2013, Doi:10.3991/ijim.v7i1.2387.
M. S. Abou El-Seoud, I. A. T. F. Taj-Eddin, A. Nosseir, H. F. ElSofany, and N. Abu Rumman, “Using Handheld Mobile System for
Learning Sign Language”, 15th International Conference on
Interactive Collaborative Learning (ICL2012) and 41 st International
Conference on Engineering Pedagogy, September 26th - 28th, Villach,
Austria, 2012. [IEEE Catalog Number: CFP1223R-USB, ISBN:9781-4673-2426-7].
M. Samir Abou El-Seoud, Islam A.T.F. Taj-Eddin, Ann Nosseir,
“Using Handheld Mobile System for Teaching Illiterates”, 17 th
International Conference on Interactive Collaborative Learning
(ICL2014) and 43nd International Conference on Engineering
Pedagogy, Dubai, UAE, December 3rd - 6th, ISBN: 978-1-4799-44385/14, ©2014 IEEE, 446-449, 2014.
S. Wiedenbeck, “The use of icons and labels in an end user
application program: an empirical study of learning and retention”,
Behavior & Information Technology, vol. 18, issue 2, pp. 68–82,
1999.
UNESCO. Gender and Education for All: The Leap to equality. 2003.
Retrieved
from:
http://www.unesco.org/new/en/education/themes/leading-theinternational-agenda/efareport/reports/20034-gender/.
Z. Lalji, and J. Good, “Designing new technologies for illiterate
populations: A study in mobile phone interface design”, Interacting
with Computers, vol. 20, issue 6, pp. 574–586, 2008.
84
http://sites.google.com/site/ijcsis/
ISSN 1947-5500