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PROJECT DELIVERABLE
Grant Agreement number:
224216
Project acronym:
HANDS
Project title:
Helping Autism-diagnosed teenagers
Navigate and Develop Socially
Funding Scheme:
Collaborative Project
Deliverable description
Deliverable no: 2.2.1
Deliverable name: Report on initial cognitive psychology requirements on
software design and content design & content
Work Package No: 2
Lead beneficiary: ELTE University
Authors: Miklos Gyori, Ildikó Kanizsai-Nagy, Krisztina Stefanik, Katalin
Vígh, Patrícia Őszi, Anna Balázs, Gábor Stefanics
Nature: Report
Dissemination level: Public
Document number: HANDS/D2.2.1/ELTE/R/PU/2008-12-01
Summary:
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0 Introduction
The major aim of this document is to set out the initial requirements for the
design and content of the HANDS software, from a cognitive psychology perspective.
This simple formulation, however, needs some more explication.
First, the term ‘initial’ is meant to emphasise that the final design and content of
the HANDS software, as the outcome of the present Project, are subjects of further
testing and development in the course of the Project, so the requirements laid out in this
document are meant, and can only serve as, starting heuristics for initial software designing.
Second, the term ‘cognitive psychology’ is used in a very broad sense here. In fact, it
involves much more than is consensually meant by cognitive psychology. Within the
framework of the present Project, this term came to cover expert knowledge on the
diagnosis, behavioural features, and neuro-cognitive characteristics of, and on
evidence-based cognitive-behavioural pedagogical-therapeutic approaches to, autism
and autism spectrum disorders, as well as expertise in research methodologies in
these fields. In this sense, therefore, the aim of the present document is definitely much
broader than representing a narrowly-meant cognitive psychological perspective.
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(1) As emphasised also in the Introduction of the deliverable 2.1.1 (Report on test
methodology and research protocols), the HANDS Project is a widely inter-
disciplinary project that involves such diverse disciplines as pedagogy,
psychiatry, psychology, computer science, software design and development.
This fact, together with the major function of the present document – namely,
that it should be read, understand and used heavily primarily by software
designers, but also by other experts in the Project –, makes it necessary to be
intelligible for readers from various disciplines. This fact motivates why this
document goes into relatively deep details when it is relevant, but, at the same
time, why it takes a generally introductory approach when clarifying the
foundations of the Project as marked off by evidence-based knowledge on the
nature of autism spectrum conditions.
(2) In connection with the above point we apply the strategy to give first a
relatively detailed image of the very nature of autism spectrum conditions,
and then of the central principles and practices of therapeutical-pedagogical
intervention methods. In our view, some grasp of these foundations is
indispensable for the success of HANDS Project. This is so, because, as it will
be explained in more detail later, the nature of atypical cognition in these
conditions is far too complex to allow simple algorithmic solutions in
intervention. All up-to-date, effective and evidence-based intervention regimes for
autism spectrum conditions are necessarily based not only simple-to-execute ‘recipes’,
but, instead, a creative and flexible application of detailed knowledge about the nature
of these conditions. As the HANDS software will be a part of such an
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intervention regime, its design, development, and use must be based also on
an intelligent understanding and creative use of knowledge on the cognitive
nature of autism spectrum conditions.
(3) As a part of the methodology behind this document (see also below), we put a
strong emphasis on, and devote a considerable space to, the analysis of some
available existing solutions with analogous aims and analogous means. This is
not a task genuinely tailored to a Cognitive Psychology Work Package (WP2),
but we find the discussion of some selected solutions, from a cognitive
psychology perspective, a potentially useful tool to make the major points of
this document more plausible, especially for software designers and
developers.
(4) Also, in order to ensure a more effective utilisation of this document, and
especially for experts of relatively distant disciplines, we offer concise
summaries and direct recommendations at the end of every each larger
thematic unit. Though this again may give this document a somewhat
repetitive and redundant fashion, we mean it partly as a store for potential
rapid references to the main points of the deliverable.
0.3 Methodology
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Collecting and analysing target problems and potential solution algorithms from
teachers and therapists working with high functioning teenagers with autism
spectrum conditions. This intuitive methodology represents and important
contribution to the initial requirements on the content of the future HANDS
software.
As also noted there, this document, at certain points, shows some redundancy
with the deliverable 2.1.1, Report on test methodology and research protocols. These
redundancies – always noted explicitly, if significant – are to a large extent due to the
facts that (1) some aspects of the nature of autism (autism spectrum conditions) are
highly relevant in both documents, and that (2) eye-tracking methodology appear as
an emphatic aspect in both deliverables. The need for both documents being readable
and intelligible independently of each other made these redundancies unavoidable.
Also, one will find some redundant parts within this document, too. Again, if
these are up to a significant extension, they will be noted explicitly. These within-
document redundancies, here, too, serve the intelligibility of the text especially for
those partners in the Consortium whose professional background is distant from the
expertise involved heavily in Work Package 2.
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age in focus for the HANDS Project(Part 1). This part is meant to pinpoint some of
both the potentials and the limitations of the Project. The next part (Part 2) is devoted
to a clarification of the general principles of evidence-based, effective pedagogical-
therapeutical intervention in autism, and especially in adolescence – the general
principles which must form the basis of the development process within this Project,
too. Part 3 is a review of some selected existing ICT solutions, with aims and tools
similar to those of the future HANDS software. Parts 4 and 5 offer brief suggestions
for hardware choice and platform choice, based on considerations delineated in Part
1. Parts 6 and 7 are in the very focus of this document. Part 6 introduces
requirements and suggestions on the design of the HANDS software – in general and
specifically for the planned components of the HANDS software, too. Part 7
formulates suggestions on the content of the software, and serves both with general
principles and specific examples, too. The last significant part (Part 8) summarises
the empirical findings from initial eye-tracking testing, relevant to the design of the
user surface of the HANDS software. Finally, a summary and a list of references
make this document a complete report.
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The size of the brain, although it is clearly an important sign of the atypical
neural development, is not at all the only difference between the typical and the
‘autistic’ brain. The more specific structural differences are manifold. A detailed
overview of these is not relevant for the purpose of this document, so Figure 1.2
below summarises the most essential ones. The discussion below will occasionally
refer to some of these, when relevant.
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Our aim with this relatively detailed examination of the neural basis of
autism was partly to show, why a cure for autism – one that offer complete
recovery from the disorder – seems to lie in the unforeseeable future. To re-
structure the human brain following a massively atypical developmental history
which left behind a massively atypical brain organisation is not within our reach
at the present day – and most probably it remains so in the next coming years. This
is a strong limitation on the potentials of any intervention concerning these
disorders.
Although, as we have just seen, at their roots autism and autism spectrum
conditions are developmental disorders of the brain, and our knowledge on their
neural bases keeps growing rapidly, the current diagnostic definition and the
diagnostic process are based on strictly behavioural features. (This so because our
knowledge and technologies concerning the underlying brain abnormalities – or on
any other possible biological markers – is not yet refined enough for reliable and
valid biologically-based diagnosis.)
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The developmental impairment must be clearly present before the age of 30 months,
at least in one of the three areas.
As these behavioural impairments represent the key difficulties for the social
integration and participation of the individuals affected with autism spectrum
disorders, and will also have key significance in framing the focus and limitations of
the HANDS project, we give a somewhat more detailed description of these core
features:
1 By the term ’high functioning’ we label those individuals with autism who have non-impaired general intelligence,
formally non-impaired language, and have a relatively high level of adaptive and self-supporting skills.
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individual varieties are enormous. The development of speech shows great varieties
both individually and in its temporal pattern. The linguistic performance of
individuals with autism ranges from the total muteness to the almost perfect
language in its formal aspects – that is, pragmatics and communicative function put
aside, as these are always markedly impaired in autism spectrum disorders. Happé
(1994, pp. 36-37) summarises the problems of communication in autism as follows:
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General mental handicap. Approximately 75 % of the individuals with core autism, and
about 20 % in the total autism spectrum also show mental handicap to varying degree
(e.g. Bailey et al., 1996; Gillberg, 2000, 2003).
Savant skills. Even severe mental handicap can be coupled with excellence in some
narrow, well-circumscribed skills. Music, drawing, arithmetical and calendar
calculations, spatial tasks, and rote memory are some of the most frequent examples
for such savant skills (for examples see Sacks, 1995).
Motor control problems. It has been long known – since the first descriptions of autism
– that these individuals are often characterised by motor coordination problems to a
varying degree. Their level of difficulties with adequate control of various
movements ranges from mild clumsiness till neurologically relevant, deep difficulties
with fine motor control and/or gross motor control. That is, problems with
intentional control of movements may affect fine manipulation as well as overall
movements of the body and limbs.
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Additional medical conditions. Autism is to some extent associated with certain medical
conditions, which tend to co-occur with autism with varying probability. From
among these, epilepsy and general mental handicap may be relevant here.
The facts that (1) autism and the related conditions are defined behaviourally,
and are characterised by quite specific patterns of abilities and disabilities, and that
(2) behind these there lies an atypical development of the brain, make it a necessity
that the understanding of autism is a multi-level, multi-disciplinary enterprise.
Figure 1.3 below shows the explanatory levels and the corresponding disciplines that
play necessarily key roles in our improving understanding of these conditions.
HANDS project, as is based on up-to-date expert knowledge on these conditions,
must work, to some extent, in the matrix of these disciplines, too.
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This ability plays key role in everyday social interactions and participation, as
this ability allows us to recognise quickly and efficiently the intentions behind
human actions, and other mental states (beliefs, emotions, etc.). In other words, this
ability makes human action meaningful for us. Also, it allows to a considerable
extent to foresee, to predict human actions – also as a crucial benefit in everyday
social life.
As important theoretical (Sperber & Wilson, 1986) and empirical (e.g., Happé,
1993) advancements have shown, naïve theory of mind ability has a key role in
flexible human communication, verbal and non-verbal equally. This is so, to put it
briefly, because the key cognitive factor in human communications seems to be the
display of (communicative) intentions (what one wants to achieve with her
words/actions), and recognising such (communicative) intentions (to understand
what the communicator wants to achieve with her words/actions). Now, intentions
are mental states, so display of intentions and understanding intentions, by
definition, require naïve theory of mind ability.
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It is also in line with findings from typical brain basis of sound naïve theory of
mind and from autism, that prefrontal cortical areas form an important basis of this
ability, and that these areas are markedly impaired in autism.
That is, we have good reasons to think that much of the social difficulties
people (including teenagers) with autism spectrum disorders face with in
everyday life are due to the fact that they have an impaired theory of mind ability.
This impairment therefore has a specific importance for the HANDS project,
partly because it puts some important limitations and risks on this enterprise.
Other authors provide lists somewhat different from the above – for example
self- or action-monitoring, verbal self-regulation is included by several authors (e.g.,
Miyake et al., 2000; Beveridge et al., 2002). Nevertheless, factor analyses identified
four dimensions of executive functions (see, e.g., Perner & Lang, 2000):
planning;
cognitive flexibility / set shifting;
inhibition;
working memory – more precisely, its central executive component.
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People with autism show also several from among the just mentioned
symptoms, and the fact that executive function impairment is quite widespread,
most probably universal in autism, has been confirmed in several studies.
Again, we have good reasons to think that a part of the social difficulties, and
much of the self-regulatory and self-management problems teenagers with autism
spectrum disorders face with in everyday life, are due to the fact that they have an
impaired set of executive functions. This impairment, as naïve theory of mind
impairment, too, therefore has a specific importance for the HANDS project, partly
because it puts some important limitations and risks on this enterprise.
The term ‘central coherence’, as well as the hypothesis that this cognitive
characteristic is impaired in autism have been introduced by Frith (1989). In her
view, central coherence is a general characteristic of human information processing:
it is “a tendency to draw together diverse information to construct higher-level
meaning in context” (Frith & Happé, 1994, p. 121). In other words, central coherence
is the human cognitive tendency to integrate partial bits of incoming information into
meaningful patterns in a context-sensitive, context-appropriate manner. The weak
central coherence theory of autism claims primarily that central coherence is
impaired (weak) in autism (ASD), and this deficit explains many behavioural
manifestations of the syndrome (Gyori, 2006).
These behavioural features include, among others (after Frith & Happé, 1994):
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Just like the other two cognitive impairments, the presence of weak central
coherence of detail-focused processing in autism (autism spectrum conditions) has
been demonstrated in dozens of studies. The emerging picture shows this
impairment especially complex, as central coherence show considerable within-
individual variability: it is stronger in some domains while weaker in others, and
these relative strengths and weaknesses vary a lot across individuals.
It is important to see clearly that all these cognitive functions are highly
complex ones, not yet at all clearly understood in terms of underlying computations
and representations. Therefore, it is not a reasonable goal in the foreseeable future
that ICT could replace or substitute these functions.
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they are not in the way they perceive and understand the world, neither in the way
they think and act.
It is worth summarising briefly why and how the core features of, and cognitive
impairments in, autism lead to social marginalisation and isolation.
• The strong tendency for repetitive and stereotypic activities and actions, as
well as the obsessively narrow interest make the affected individual strange
and often even bizarre in the eyes of others in the social environment,
seriously preventing her/him from social participation and inclusion.
Underlying executive functions problems are too fundamental to be overcome
by insight or therapeutic intervention.
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Beyond the general features of autism just summarised, what specific features
arise in that subset of people living with autism which is relevant for the HANDS
project?
• They do not have general mental handicap, that is, their overall cognitive
abilities (intelligence) are in the non-impaired range. In terms of IQ, it means
an IQ score not less than 70.
• They have age-appropriate linguistic abilities. That is, they are not
characterised by linguistic impairments, in the formal aspects of language.
Pragmatics and communicative functions are always impaired to some extent
in autism.
• They have at least elementary self-help skills and daily living skills, so that
they do not depend on continuous support and guidance.
Overall development
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These are important facts that must be taken into consideration when designing
research methodologies in HANDS project, too.
Impaired naïve theory of mind, and, more generally, impaired social cognition
makes, among other factor, ICT an especially appropriate medium for many
individuals with autism. Interacting with digital devices does not evoke such anxiety
and stress as interacting with people can occasionally bring up. This leads also to a
potentially very strong reliance on the digital device, making the intervention more
effective. As this impairment often makes the individual deeply helpless in some
social situations, even simple algorithms offered by the digital device may help a lot.
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Limitations and risks: we must emphasise repeatedly that no digital solution for
theory of mind is available, so one should not aim to offer the digital device as a
substitute of the basis of social cognition. A further possible difficulty is that – due to
the impaired ability to understand mental states – the subject may misunderstand the
pedagogical intention behind the device (and will take it as if it were meant as a
companion, a real friendly agent, for example). As a possible consequence, she may
develop inadequate and maladaptive, but strong emotions towards the device;
strong attachment or, on the contrary, strong resistance. Also, theory of mind
impairment and broader problems in social cognition and social perception may
make the toolkit of Persuasive Technology non-efficient or even counter-efficient.
E.g., the social actor may be irrelevant or even disturbing for some subjects with
autism. See Figure 1.4 for a summary.
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Weak central coherence / detail focussed processing. The major space for
intervention based on digital devices in relation to this impairment is the possibility
to control and focus adaptively the autistic person’s attention. As this cognitive
characteristic is essentially perceptual, and, at the same time, highly abstract, cannot,
at the moment, be substituted by computerised solutions. Nevertheless, even
relatively simple algorithms/solutions may ease the related difficulties of high
functioning individuals with autism in some situations.
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• Also, it is important to see clearly that the cognitive functions which are
impaired in autism are highly complex ones, not yet at all clearly understood
in terms of underlying computations and representations. Therefore, it is not a
reasonable goal in the foreseeable future that ICT could replace or substitute
these functions.
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• All the cognitive characteristic that offer a space, a perspective for mobile ICT-
based intervention in autism also carry serious limitations and risks – these
must be taken very seriously.
• This is even more so as, due to the nature of cognitive impairments, HANDS
software cannot offer general solutions, applicable in the same way across
situations, problems, and persons. Instead, it must focus on the management
of very specific problematic situations, routines, skills, and on the
development of more and more independent application of such highly
specific adaptive routines and skills.
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(3) The recently „popular” diets and mega-vitamin courses (e.g. Rimland,
1994) have no scientific confirmation yet, thus these are not
recommended (unless, of course, there is vitamin deficiency or food
allergy diagnosed).
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(4) Recently, the most effective of all therapies are those programs which
apply early intensive behavioural approaches (e.g. Bondy & Frost, 1994;
Smith et al, 2000).
In the followings we give a review of those most important elements which are
crucial in evidence-based therapeutic approaches of autism – see Figure 2.1 below.
(For more specific, HANDS-related examples of the methodological toolkit of this
model see section 7.)
The confirming evidence of this model came from two sources: on one hand, it
suits to the scientific facts of the nature of autism, while, on the other hand, it
contains scientifically proved methods from complex therapeutic programmes. The
basis of the model are the TEACCH program (Treatment and Education of Autistic
and related Communication–handicapped CHildren; see e.g. Mesibov et al., 2004;
Peeters, 1997); the Pyramid approach (Bondy & Frost, 1994), the ABA program
(Applied Behavior Analysis; e.g. Smith et al., 2000), and other high quality, systematic
and complex programmes (e.g. Quill, 2000, Howlin, 1997; Jordan & Powell, 1995).
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this structure more flexible and more ‘permeable’– by always monitoring the child’s
current state.
The appropriate therapy always leads to better outcome, although the prognosis is
strongly influenced by (1) the child’s intellectual capacity; (2) the severity of the
autism; (3) the level of language skills; (4) the additional
problems/diseases/disorders; (5) the child’s personality, (6) family background, (7)
other environmental factors, etc. It is essential to choose the goals of the therapy
adequately: the expectations should not be unachievable, nor on ‘insolently’ low
level. That is why the careful diagnostic and therapeutic assessments are crucial for
planning interventions in individual cases of ASD.
tools / methods
visual-help
behavioural approach
structured education
involvement of parents
ambience – emotionally safe, predictable, comprehensible
2.2.1 Goals
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In every case the fundamental therapeutic goals have to be eked out with non-
autism-specific, but individually relevant additional aims. Though the developmental-
disorder-related fields are more emphatic, those aims which are connected to the life-
quality and/or sanity of the family and the child are very important, too.
Visual support
Visual support is one of the most important and most effective tools in
developing emotionally safe therapeutic ambience, and in realization of
intervention goals. ‘Seeing is knowing’ in autism (Peeters, 1997), that is,
the appropriate visual information (pictures, photographs, pictograms,
written instructions) is comprehensible in an individualised manner, it is
non-transitional, and the timing of the information processing can be
controlled by the individual. It means more effective communication,
more independency, less frustration and less stress in everyday life. (For
more specific examples see section 7.)
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Behavioural approach
The behavioural approach gives exquisite framework for careful
planning and evaluating of the intervention, and also for teaching new
skills. We would like to emphasise, that modern behavioural
modification (see e.g. Clements & Zarkowska, 2001; Clements, 2005)
definitely differs from the methodology of the ‘old-fashioned’
conditioning.
To give a strong motivational basis means more effective
intervention, and using behaviour modification is a crucial element of
the development of emotionally safe ambience. In this therapeutic
framework the therapist gives clear, consequent, comprehensible feed-
back for the child, and reacts consistently and positively for the child’s
appropriate behaviours.
Structured education
In teaching situations – especially in group settings –, giving structure
for time, for the activity, and for the content is indispensable (see e.g.
Jordan & Powell, 1995). The lack of comprehensible structure leads to
loss of emotional safety and to increased frequency of challenging
behaviours.
Auxiliary therapies
Auxiliary therapies are originally non-autism-specific therapies which
focus on different non-ASD-relevant skills (e.g. hippo-therapy, sensory-
motor trainings; music therapy; etc.). Though these do not have direct
influence on the definitive aspects of the disorder, they can be adapted
to autism – especially because usually these offer enjoyable activities,
and give opportunities to develop interactions in different settings, with
different persons. Additionally, if these interventions are needed for
individual reasons, autism-specific adaptation could increase their
efficiency.
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Practical considerations
The intervention is more effective (1) when it starts at as early age
as possible; (2) if it is intensive (at least 20 hours/week); (3) if it is long-
term, regular and systematic; (4) if there is high professional/client ratio
(1/1; 2/1) and (5) the professionals are well-trained theoretically and
methodologically, and they are experienced.
2.3 The role of the HANDS toolkit in the therapeutic framework of ASD
The HANDS toolkit is not a new therapeutic method, but it could be the extension
of existing evidence-based interventional techniques. Its primary benefit is
transferring the school-based autism-specific support into different settings -- ‘having
a little teacher in the pocket’. Naturally, there is no chance to substitute entirely the
traditional therapist-based interventions, but – with limitations – the HANDS toolkit
is appropriate to include several individually relevant supportive tools/techniques.
Therefore the HANDS software has to suit to the recent therapeutic approaches,
since there could be several possible benefits of the toolkit (about the risks see section
3):
(1) Its targets suit to the most specific goals, such as improving socio-
communicative skills, independence.
(2) It gives the opportunity to apply visual support.
(3) It definitely could facilitate individualisation (with the teachers’ and
parents’ assistance), not only in audio- and visual skins, but – more
importantly – in the contents and the forms of supports.
(4) The toolkit can easily be emotionally safe, as computer-based
techniques usually offer predictable and comprehensible
‘environments’.
(5) The presentation of the information (e.g. timing, relevance, structure)
could be specific and individualised.
(6) The HANDS toolkit fits well to the behavioural therapeutic
framework.
(7) It gives the opportunity to apply existing, computer-based
training/practicing programs for better achievements.
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The aim of this part of the document is to give a brief review on the computer-
based interventions which have been used in the education of people with autism
spectrum disorders. It is not a comprehensive overview; rather we focus on analyzing
and systemizing some of the existing ICT tools by highlighting their main
characteristics. We focus on the intervention areas they targeted, and also on the
methods and techniques they use, considering the autism-specific and ICT issues as
well. We give a bit more detailed description of some comprehensive ICT programs
which we found most relevant for HANDS. We think it is important to know and
analyse them – to build on their strengths and fill in their gaps. Another aim of this
discussion is to give a structure for this field and define the possible space and role of
the HANDS toolset within it. Finally, we raise some possibilities how the HANDS
can be unique in this field.
First, we list the general advances of using computers when working with
people living with ASD. We find important to summarize them – even if some are
trivial –, because we can highlight some specific features of autism by this list,
features which must be kept in mind when developing an ICT tool (Murray and
Lesser, 1999).
The computers can be used without any spoken language, which is a great
advantage in this population, where a considerable part of the individuals are non-
verbal. Furthermore, even for those individuals who have relatively good language
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skills, verbal communication is not the safest and most comfortable. Computer is also
a visually based medium, which fits well to the information processing preferences of
people with autism.
All the activities on the computer can be repeated, and it gives the relaxing
possibility to correct eventual errors.
It is also a perfect tool to transfer and transport specific support and knowledge
across different environments (e.g. from school to home). This is highly important
issue in the field of autism, as one of the most challenging problems of intervention is
the deep difficulties with generalizing acquired skills across various settings.
We also find important to keep on stressing the possible risks of using ICT or
multimedia tools with people living with ASD. These considerations have been also
discussed in Deliverable 2.1.1, Report on test methodology and research protocols, under
Ethical issues (part 1.4), but in view of importance of this topic we highlight the main
points here, as well.
Again, all teenagers browsing freely on the internet can meet with dangerous
contents or sites. It is even more risky in case of individuals with autism, as they are
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less aware of jeopardy, have less capacity to filter information, and also can become
defenceless (e.g. by giving out their personal data).
If a pupil uses a trendy mobile device in the classroom or at public places it can
induce jealousy and therefore can raise the possibility of victimization or even
criminal acts (i.e. robbery).
A high-tech and complex device may make the false impression in the parents
that this is a „miracle cure”, and will solve all their problems, which would be a
serious misunderstanding and can cause frustration and disappointment.
As these mobile devices are very fragile and expensive, this can put
unreasonable high level of responsibility on individuals and their parents, which can
lead to extra stress within the family.
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Their content is usually closed, thus the user can not modify it. Consequently
the level of individualization is limited; however most of these programs offer
different levels of tasks. These solutions are mostly restricted to the computer setting,
and also generalization of achievements is limited. In these software-based
programmes the user usually is a responder, but in case of products using virtual
environments the client can function as a (quasi-) agent.
3.4.2 Examples
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and written examples of situations that involve the given emotion. The user can
access the emotion database in three ways: there is an emotion library where the user
can freely browse, play with the faces, voices and scenarios. In the learning centre
lessons and quizzes are available, and in case of the correct answer the system
provides various rewards. Finally, in the game zone enjoyable educational games are
offered. The software can be used in many different levels and within a wide age
range. (See illustration on Figure 3.2 below.)
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that. In the difficult situations the authors present higher-level, more complex social
conflicts (e.g. not having enough money to buy some desired item).
The conflicts are illustrated by animations and are followed also by verbal
comments by children’s voices. After watching the short clip the computer asks
children what they would do in such a situation. The software offers two
appropriate/correct and two inappropriate/incorrect solutions, presented in pictures
or animations on the screen. Children are also instructed by a light bulb on the screen
to tell their own ideas about the solution of the given conflict. If the child could
choose a good solution from the offered ones, or s/he could give an appropriate,
innovative answer, the computer praises the child and shows an animation about the
‘happy end’ of the problem situation. Furthermore, the child could select from
additional reinforcements, like sensory conditions (e.g. spirals or moving lines) or
natural conditions (e.g. a child jumping on a trampoline).
The authors measured the effectiveness of their software, and found that its
use enhanced the production of own, novel solutions of the subjects, and also
influenced the performance on untrained probes (i.e. problem situations the subjects
did not watch during the training session, but only in the test-phase).
In the same laboratory a generalization study was also conducted for the
intervention group. According to the findings, the software-trained subjects could
transfer their knowledge to real life settings only if the two situations (i.e. laboratory
and real life) were highly similar. In case of distinct problem settings the transfer was
poor.
(3) In their study, Hetzroni & Tannous (2004) developed and investigated a
computer-based intervention for enhancing communication functions of children
with autism. They focused on children who used delayed echolalia for functional
communication. They targeted the communication functions of their subjects during
three familiar daily activities: play, food and hygiene in classroom settings. Several
appropriate and inappropriate communication behaviours (e.g. delayed and
immediate echolalia, relevant and irrelevant speech and communication initiations)
were recorded during the baseline in the above-mentioned natural situations. In the
intervention phase a computer program simulated the targeted situation and these
simulations were presented to the children. The program asked a question (e.g.
“What would you like to play?” in play setting or “What would you like to eat?” in
food setting) and the subject could choose from among the activities or food items by
pressing the button presented her/his desire. Once a button was selected, the chosen
activity or object appeared in picture or in an animation.
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increased) after they could practice these functions in a controlled, structured and
familiar context through computer simulation. The most important result of this
study was that the development of the target skills manifested also in natural
settings. The marked shortcoming of this research was the minor sample (with
altogether three subjects), and also some unclear features of the efficiency testing.
In their study, the auhors showed videos of real cafes to the teenagers and
asked them to tell where and why there they would sit down, and what they would
say to others at the table, and why. In the intervention phase the subjects had
training sessions with the virtual cafe software. Finally, they tested their skills both in
the virtual environment and in video scenes as well. Independent raters coded and
rated the quality of the subjects’ judgements and reasonings as well. The results they
reported confirmed that both the speed of task completion and the level of
explanations improved.
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These programs are usually developed for parents, so their utmost advantage
is that there is no essential need for a trained professional to use them effectively.
That is, the intervention methods/activities are offered by the computer, and the
intervention is carried out either by the parent (by off-computer activities), or at the
computer by the child (on-computer activities). These programs are able to give
structured feedback on the progress. Usually they work with evidence-based
theoretical and therapeutic approaches as bases of intervention techniques.
3.5.2 Examples
(1) AutismPro™ is an on-line software which gives guidelines to its users how
to teach and treat a child with autism. The software offers comprehensive and
detailed curriculum in eight developmental areas (social, emotional, communication,
academic, language, understanding, self-care and motor skills). It is a multimedia
training offering step-by-step activity protocols to the user to follow with her/his
own child, illustrated by several video demonstrations. With the help of the software
the progress of the child can be precisely followed and, according to it, an
individualized treatment plan can be worked out. Several experts and key educators
– who are familiar with evidence-based methods in autism and also their theoretical
background – helped produce and review the content and the logic behind the
development of AutismPro.
An on-line parent survey was designed and conducted (Howroyd and Peeters,
2007) to measure if this technology can support the families with basic treatment
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guidelines just after the autism diagnosis, and whether it enables the parents to
become active participants in the intervention process. They found that most of the
users reported that AutismPro helped them decide about methods, goals, supports
and teaching strategies, and also helped them to structure their interventions.
The authors investigated the effect of the software within a multiple baseline
design on the subjects’ spontaneous language and social behaviour. According to
their results, the children who used the software with their parents presented more
spontaneous comments during the treatment sessions, and less inappropriate
language in the generalization phase (i.e. off-computer games with parents after
treatment sessions). In social behaviours (e.g., in rates of looking or showing positive
affect toward others) they could not register any significant changes.
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This product has two different – although similar – sections, applicable for
individuals with autism (i.e., for younger or lower-functioning ones) and for users
with Asperger syndrome (i.e., for older or more able/high-functioning ones).
The Autism section is a caregiver support device which can be used on a
desktop computer or on a mobile tool (laptop or palmtop). It basically provides a
useful and easy-to-use structure to observe and record the child’s behaviour, and
also some guidelines to handle behaviour problems. The systematically collected and
preserved data give a useful base for the teachers to plan interventions for the child.
Recording symptoms
Here parents can record data on daily living activities, school functioning,
social interactions and also problematic behaviours they intend to change. For this
purpose the system provides Log Screens, where different check-lists appear and the
parent can indicate the relevant behaviours. For an example see Figure 3.4.
Keeping records
The parents can store all the relevant data in a comprehensible structure here.
This information can be shared with various professionals in various times and can
be the basis of their co-operation.
The system is able to alert the parents to keep in mind important events (e.g.
medication, scheduled activities, etc.), and also remind them the way the given
activity should be delivered, or how a disruptive behaviour should be handled. For
an example, see Figure 3.4.
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Figure 3.4. Sample Log Screen for data recording, and sample guidelines for
handling a temper tantrum. Source of illustrations: www.symtrend.com,
Copyright 2005 SymTrend, Inc. All rights reserved.
The Asperger syndrome section can be used by the client solo or tandem with
a parent/professional. It is also able to record data here, but its main function is to
give individualized reminders for the user in different settings. The reminders are
developed and uploaded by teachers according to the difficulties and skills of the
pupils. In some cases the system automatically presents the scheduled reminder.
However, the pupil can also ask for guidelines if s/he needs. For example, basic rules
of conversation can be presented on the screen, so the pupil can control her/his own
behaviour on-line, during the actual discourse. The pupil has the possibility to rate
his own behaviour in different settings on relevant check-lists. To support the self-
evaluation, the system also provides clear definitions of the given behaviours to be
rated. See the example on Figure 3.5.
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Reviewing above some relevant ICT tools in the field of ASD intervention
several conclusions for the HANDS toolset can be drawn. Here we list these and we
also built them into our suggestions on software design and content (Sections 6&7).
(1) The toolset should be able to record, process and store user data.
(2) The HANDS intervention should be based on a comprehensive curriculum.
(3) The intervention should be underlain by evidence-based theoretical
approaches.
(4) The content of the software should be highly individualized, however ready-
to-use software products can be effectively and usefully integrated into the
system.
(5) The HANDS toolset should be a part of the broader education programme of
the pupil.
(6) The efficiency of the method should be tested. (On this issue see also our
deliverable on test methodology, D2.1.1.)
(7) Within this, a great emphasis should be put on the generalization of acquired
skills across settings.
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The aim of this section is to summarise the consequences of Sections 1-3 above
(neurocognitive bases of autism, principles of therapeutical interventions, and
existing ICT solutions) which are relevant concerning a well-based choice of the
specific mobile ICT set to be used in the HANDS project. The brief discussion here
will loosely follow the logic of Sections 1-3, first summarising considerations from a
neuro-cognitive point of view, then from a pedagogical-therapeutical and a user-
centred approach.
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Sensory anomalies.
People with autism show several sensory anomalies, related to the perception
of simple, elementary aspects of objects and surfaces and other phenomena – and this
is so in various modalities: visual, tactile (touching), and auditory (hearing). On the
other hand, several of people with ASD are strongly but non-functionally attracted
by certain, individualised physical stimulation: repeated touching of certain surfaces,
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listening to specific sounds again and again, or watching certain visual patterns.
Therefore, an adequate ICT set for individuals with autism is
Motor problems.
Problems and difficulties with fine motor control – control of refined
manipulation – are relevant here. These are quite variable within autism, but in some
individuals they may prevent the use of a touch screen or a keyboard with rather
small buttons. Therefore it is important to use such devices – at least for individuals
with fine motor problems – that
• allow the use of relatively big keyboards / buttons to control the device;
• or a voice control option may also prove to be useful in some individuals with
especially serious fine motor control difficulties.
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4.3 Summary
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The aim of this section is to summarise the consequences of Sections 1-3 above
(neurocognitive bases of autism, principles of therapeutical interventions, and
existing ICT solutions) which are relevant concerning a well-based choice of the
software platform to be used in the HANDS project. As in Section 4, the discussion
here will loosely again follow the logic of Sections 1-3, first summarising
considerations from a neurocognitive point of view, then from a pedagogical point of
view and a user-centred approach.
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The aim of this brief section is to formulate a few general, but important remarks
on software design principles in the HANDS project. The major message of this
section is that while the general principles, components and tools of Persuasive
Design are developed primarily for ‘neurotypical adult agents’ as the target
population, people with autism, including high functioning teenagers with autism
are not ‘neurotypical adult agents’.
Therefore, the usual principles and toolkit of Persuasive Design should be used
with an extreme care that is based on a clear understanding of the specific
characteristics and limitations of individuals with autism. As these characteristics
and limitations make these individuals atypical agents in many respects, the
principles and the specific toolkit of Persuasive Technology must be adapted to
these, in order to maximise efficiency, and, equally importantly, to minimise ethical-
psychological risks.
People with autism have difficulties of varying depth to understand their own
agency (that is, understanding themselves as agents with thoughts, desires,
emotions, intentions) as well as others as agents. This complex and abstract limitation
is especially relevant in connection to the strategy in Persuasive Technology to apply
computers as social actors for more effective persuasion.
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• One such expectable implication is that this strategy has not, or has just
limited efficiency in some subjects with autism. Where ‘blindness to agency’ is
so pervasive, the subject may be non-sensitive to the social cues built into the
persuasive software.
• In between the two extreme variations above we shall most probably find a
continuum of perception of the simulated social actor, and many high
functioning individuals (teenagers) will be able to perceive the simulated
social actor in the way as neurotypical users do. However, the above-outlined,
and not at all marginal reactions must make the software designers quite
cautious about applying the usual principles of Persuasive Design when
designing softwares for users with ASD – in order to make the HANDS software
appropriate to the broadest possible range of individuals with ASD.
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seem highly useful for individuals with autism. However, various potential
limitations and risks may arise:
• Limited creativity and flexibility in using the software: instead of using the
software with a creativity and flexibility expected generally from neurotypical
users, rigid, non-adaptive, inefficient strategies may appear in the autistic
user’s behaviour.
• These limitations again will also be present to a varying degree – and for
many high functioning individuals with ASD these functional elements of
Persuasive Design will work as they work in neurotypical subjects. However,
the above-outlined, and not at all marginal reactions must make the software
developers quite cautions about applying the usual principles of Persuasive
Design when designing softwares for users with ASD – in order to make the
HANDS software appropriate to the broadest possible range of individuals with ASD.
As it follows from weak central coherence (detail focused processing style), and
other perceptual-attentional characteristics of autism (see again Section 1), people
with autism are atypical perceptual agents, too. That is, the way they perceive the
world – though again shows remarkable differences between individuals – is not the
same as neurotypicals do. The following problems & limitations may emerge in some
individuals:
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• We must emphasise again that for many individuals with high functioning
autism the usual visual and other perceptual elements of Persuasive Design
will work as they work in neurotypical subjects. However, the above-outlined,
and not at all marginal reactions must make the software developers quite
cautions about applying the usual principles of Persuasive Design when
designing softwares for users with ASD – in order to make the HANDS software
appropriate to the broadest possible range of individuals with ASD.
6.4 What should be the general strategy for software design, then?
First of all, this is not an all-or-none matter: even if these considerations do not
get implemented in the process of software designing, the arising software product
will still be appropriate for a part of high functioning individuals with ASD. This is
so, as in many cases the above-explained limitations are not beyond a threshold, so
they will not hamper significantly the use of the software.
That is, the more thoroughly the above-outlined characteristics are taken into
consideration in the design process, the broader range of individuals can make use of the
HANDS software with less risks and limitations.
Therefore, the right general strategy appears to be the following for software
designing:
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3. At the same time, widespread possibility for enrichment of this ‘purist’ default core
should be provided via customisation – as enrichment is desirable, when possible,
both from a therapeutic-pedagogical point of view, and for users’ desires for
aesthetic and individualised appearance and functioning.
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In this section (as also in section 2) our goal is to give structured information for
HANDS software developers to understand deeper the main principles of effective
therapy in autism – as these strongly determine the content of the software. First, we
give a brief summary of the therapeutic consequences of cognitive psychological
background of ASD. Second, we interpret the functions of HANDS from an ASD
expert’s perspective, and we specify the content of four functions. Third, we show
some specific examples (use cases) of these functions – to adapt to software
developers’ needs.
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The deficit in executive functions adds (1) further therapeutic aims: coping with
unstructured time, to improve problem solving, transfer of knowledge, organisation
of behaviour; (2) determines the effective ways/techniques of the support: using
behavioural algorithms, time-schedules, work-organisation, visual feed-back; and (3)
it draws attention to other essential aspects of creating emotionally safe therapeutical
context, such as support of the experience of independency and competency.
It has to be clarified that these functions are not necessarily informative for
pupils with ASD. For a child or an adult with ASD it could be irrelevant or
distractive to know which function is to be applied in a given moment. They need
clear, well-known, comprehensible and individualised information/support in actual
situations – irrespectively of the formal structure of the HANDS-content. (This is an
issue of software design, too.)
Please note, there is no crucial difference in applied techniques between the HANDS
functions, the difference lies in the content/target skills.
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“An interactive calendar function with usual calendar facilities, but also with
configurable/programmable abilities and “knowledge” about situations, where the
user is more likely to be persuaded to adopt a new behaviour or attitude. It is also
capable of raising the awareness of problematic behaviour. It is interactive and able
to initiate a user session autonomously.” (Project Proposal; Annex I; pp. 12)
However, we should think over the possible benefits and functions of using
auxiliary stimuli in other modalities – if it is individually appropriate (e.g. using a
sound or vibration as a reminder; using a well known music as a sign of passing
time).
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(1) Using time-schedules, as one of the possible fields of applying visual support, is
not a goal of the therapy, but an important way of developing emotionally safe,
comprehensible and predictable environment. It is meant to answer such very
important questions as ‘What?’; ‘Where?’; ‘How long does it take?’ and ‘What is the
next activity?’. The time-schedule could contain several additional individually
relevant information, such as the name (and/or photograph) of other persons
participating the activity; the settings; alternatives; rewards, etc. Note that the
complexity and abstraction of the visual help has to be individually appropriate.
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A mobile time-schedule for out-of- A time-schedule can give information not only about a
school activities (going to day but about a week, a month or a year…
swimming pool.)
(2) Activity algorithms have crucial role in supporting the organisation of different
behaviours. Here we discuss only those algorithms which are relevant for the HIPD,
supporting daily living and work skills/behaviours. Again, for people with autism
(as for everybody, but with a lower threshold) unpredictability and
incomprehensibility leads to high level of stress. To avoid this, usually they do not
co-operate without specific help to understand clearly the expectations. Moreover,
having impairment in executive functions means having difficulties in execution of
goal-directed behaviours, therefore people with autism need individualised help in
keeping the sequential order, monitoring the situation, keeping in mind the goal of
the given activity, impulse-control, etc. Activity algorithms could compensate the
flexible inner ‘scripts’ of several types of goal-directed behaviours, and helps
dissolve rigid routinised patterns of behaviour. For examples of ‘visual help’ see the
illustrations below.
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A simple algorithm for using toilet. A bit more complex algorithm for setting the table.
This algorithm helps not to execute a given This is a visual support for doing exercises. It
behaviour, but to participate in a complex shows the timing and form of possible rewards
activity (having a haircut). It gives (here: tokens) as well
comprehensible information and makes the
situation more predictable, therefore less
stressful
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challenging behaviours, but also in teaching new skills. A strong motivational basis
is a crucial element of these interventions. Having no or just very limited conception
of others’ mental states makes asking a child with autism to do something ‘just for
our sake’ often quite meaningless.
Within the HIPD (but also in SSSI & PT/TT) a comprehensive on-line reward
system can be developed which is able to record, store and process the results of the
pupil. The input can take different forms: evaluation from the teacher/parents, self-
evaluation of the pupil, the results of tasks done via the smartphone, etc. In case of
computer game reinforcement, the system would only provide access to the game if
the pupil has enough credit gained. The TeachTown software’s reward processing
and providing system is a useful example for this function (Whalen, 2006; reviewed
above in section 3).
“This is an instructor function, which gives precise and practical advice on how
to solve a given problem. E.g. how to travel by public transportation. This function is
also configurable/programmable, and its level of support to the user can be reduced
once the user becomes better capable of managing the problem. (...) The Simple-Safe-
Success Instructor can be integrated into the HIPD.” (Project Proposal, Annex I., pp
12.)
In our view this functionality differs from HIPD primarily in its content and the
main targeted skills. The SSSI basically supports the improvement of socio-
communicational skills. However the techniques used here are highly similar to
what applied in HIPD.
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These are written and unwritten social rules which are widely accepted and
expected in the society. These are closed, well-defined simple rules which apply to
everybody, therefore their individualization is limited.
For example, in case of greetings there are general rules about the time, the
formula, the situation of the greeting which can be available in cards or in a small
book for the pupil in the relevant settings.
For an ICT-based form of routine for greeting see Usecase No 2/ELTE&AF (in
this document, section 7.3).
These are brief written and/or visualised scripts that give direct instructions in
situations which are regularly difficult for the pupil.
For example, if a pupil usually can hardly indicate that s/he has finished her/his
task, s/he can have a short written scenario with some clear steps what to do in these
situations. Like, for example:
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These are short instructions referring to one specific situation and one specific
behaviour. They are presented in positive form and are comprehensible for the pupil.
They are usually written and/or are supported by pictures. They raise the pupil
attention for the appropriate behaviour expected by others in the given setting.
Predictable reward is usually connected to these rules.
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The “Me-book” is again a tool for supporting the development of the pupil’s social
knowledge, self-image and language skills. Its formulation is highly individualized, but
usually contains lots of photos. The main topics are the followings:
(1) the pupil’s personal data, appearance, personal characteristics and their
changes over time, main activities;
(2) her/his social network, e.g. family members, school-mates, friends, their
features and connecting social routines and rules;
(3) the settings and events of the pupil’s life.
They are individualized short stories focusing on a given problem situation of the
pupil. The main principles are developed by Carol Gray (e.g., Gray, 2000). Their main goal
is to describe the social nature of the problem situation for the pupil, and to make it
comprehensible for her/him. Besides providing the relevant social information, a Social
Story also offers effective behaviour alternatives as well. Social Stories are highly relevant
for being applied on a mobile device.
This function should be specifically developed for HANDS toolset. It could be used
in unexpected situations where the pupil – due to the stress – is not able to use the familiar
functions of her/his mobile device appropriately. If the pupil presses the emergency/panic
HANDS, GA no 224216, Del 2.2.1
button the system asks a series of yes-no questions (e.g., on where s/he is; on what the time
is; on who is around; etc.), and offers a list of possible answers to these questions to make
this function easier to use. Processing the answers and choices of the pupil, the system is
able to generate and to provide some guidelines what to do or what part of the HANDS
toolset should be used.
In our view the PT/TT basically functions as a training area. Here the pupil can safely
practice his skills having the possibility to make errors and also to correct them in a safe
context. It also could serve as a free-time activity organizer. It has three – more-or-less –
connected parts. The materials within PT/TT seem as strongly related the content of HIPD
and SSSI.
(1) It can contain ready-to-use training software products which can be chosen by the
teacher according to the pupil’s age, skills, interests and difficulties. These can be
changed/modified over time. Some of these software products were briefly reviewed
in section 3, but there are many more in the market.
(2) New, individualized training materials can also be the part of PT/TT, ones that were
developed personally according to the given pupil’s needs. A possible kind of this
personal content can be the so-called “Social Lexicon”. It contains a collection of clear
definitions of relevant social phrases or phenomena. It can be refreshed regularly,
according to the actual pupil’s changing needs.
(3) This component could also be used for a bit different function: to provide age-
appropriate and effective leisure activities. In free time it could offer different
interesting computer games or access to the internet. The MindReading software’s
‘Game Zone’ serves as a useful precedent (Golan and Baron-Cohen, 2006, for our
review, see section 3).
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“In order to allow users to derive maximum benefit from the HANDS toolset, it is
very important that it, to a very large extent is customisable in terms of both aesthetic
aspects of the interface and in terms of the presented functionality.(…) Furthermore, the
teacher of the young person with autism is able to customise the functionality too – even
remote controlled from the school when the pupil is on the move.” (Project Proposal,
Annex I., pp 12.)
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Table 7.1. The key aspects to consider when individualising HANDS tools in the
pedagogical-therapeutic process
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B.B. is a 13 old years boy. He is able to travel independently, but he needs help to do
any kind of shopping. He would like to buy his monthly ticket by himself.
Related Objectives: organisational skills, daily life skills, following instructions, social and
communication skills
7.3.1.2 WHAT?
1. Primary actor:
Child
2. Secondary actor(s):
3. Level:
7.3.1.3 WHY?
4. Scope:
Public transportation
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7.3.1.4 HOW?
7. Precondition(s):
8. Persuasive tool(s):
Tailoring, suggestion
The best scenario for him would be to follow the steps without any help.
Tin
1. Teacher and B.B. create a list with the steps of buying a monthly ticket (including
social routines and use of money).
2. B.B. goes to the cash-desk and accesses the list.
3. Options available on the phone: (1) If there is a queue or not. (2) What to do if the
cash-desk is closed./
4. There is a help button: what can B.B. do if he is anxious?
Open Issues:
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SECTION: SSSI or PT
Z.Z. is a 15 years old boy. He has a problem about social routines (how to greet people,
peers vs. adults, strangers vs. well-known people, etc.)
7.3.2.2 WHAT?
1. Primary actor:
Child
2. Secondary actor(s):
The teacher/parents.
3. Level:
7.3.2.3 WHY?
4. Scope:
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7.3.2.4 HOW?
7. Precondition(s):
Teacher is logged in
8. Persuasive tool(s):
Tailoring, suggestion.
The best scenario for him would be to use the social routines easily and without the
support of an adult.
Tin
1. Teacher and Z.Z. collect the main rules and types of greeting with associated
photos/videos.
2. Teacher is loading up photos and written worlds/sentences or videos with the
appropriate forms of greeting.
3. Z.Z. can set the age, the sex and the relationship on the PDA according to the actual
person he’s going to greet.
4. There is a help button if it is hard to choose the correct age, sex or relation to that
person.
Open Issues:
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SECTION: PT
Richard is a 10 years old boy. He does not look into the mirror and does not look at
photos of himself. He shows a tantrum if somebody takes a photo on him. He wants to
damage the camera. He is not willing to talk about people’s appearance (i.e., any external
features).
General objective: To get him understanding the fact that all people – including him, too -
have external features; to teach him what external features he has and how these changed
during his life, to date?
7.3.3.2 WHAT?
1. Primary actor:
Child
2. Secondary actor(s):
The parents – they provide the photos of Richard from his birth to the recent time.
3. Level:
7.3.3.3 WHY?
4. Scope:
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• To make the child understand that these external features change, and it is
very interesting the follow these changes.
• To make the child understand that people are partly similar to each other
according to their external features, but, partly, they differ from each other,
too. It’s very interesting to observe these facts.
• Richard is interested in computer animations very much. It would be
possible to make advantage of this. A program dealing with people’s
appearance could be developed: for instance one, that allow one to put
human bodies together, to make changes on these bodies, including one’s
own body (image). He could collect scores by that exercises. The photos on
him could be the most valuable rewards.
Teacher and parents – to teach the child what it means: all have external features.
7.3.3.4 HOW?
7. Precondition(s):
Teacher and parents make a photo album, following Richard’s development from early
ages until recent time.
8. Persuasive tool(s):
The best scenario would be for Richard to play computer games involving the human
body, and with photos of his own body from his whole life.
Tin
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Open Issues
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SECTION: SSSI
Edit is a 12 years old girl. She wants to hug everybody, it happens many times a day. She
wants to hug everybody at home, in the school, and everywhere else. This disturbs very
much everybody who knows Edit, and it very often shocks people who don’t know her.
Related Objectives: to teach who are familiar people and who are strangers?
7.3.4.2 WHAT?
1. Primary actor:
Child
2. Secondary actor(s):
The parents – they share information on the family habits in connection with
hugging, and make a list about familiar people who are allowed to hug and who are
not allowed to hug.
3. Level:
7.3.4.3 WHY?
4. Scope:
Home, school
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• To make the child understand who those familiar people are who are
allowed to hug, and who those acquaintances are who are not allowed to
hug.
• To make the child understand when she is allowed to hug those who can be
hugged.
Teacher and parents – teach the child what it means: acquaintances and stranger and
teach the child what the phenomenon of hugging means.
7.3.4.4 HOW?
7. Precondition(s):
Teacher and parents make two photo albums about acquaintances – one about those
who are allowed to hug, and one about those who are not.
8. Persuasive tool(s):
Selecting, monitoring
The best scenario would be for Edit to use the photo album when she meets people,
and decide autonomously who can be hugged.
Tin
Open Issues:
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XY has a lot of problem in the break-times at the school. He is not able to choose a free-
time activity, just keeps running around. He likes reading, listening music, building with
Lego, drawing, etc. but he can’t consider these activities by himself. He is able to choose an
activity only if he has a choosing board with 4-6 options displayed.
7.3.5.2 WHAT?
1. Primary actor:
Child
2. Secondary actor(s):
Teachers.
3. Level:
7.3.5.3 WHY?
4. Scope:
School, at break
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Teachers and parents – they teach relevant free time activities and choosing from
among them.
7.3.5.4 HOW?
7. Precondition(s):
8. Persuasive tool(s):
Suggestion.
Tin
1. Teacher consults with XY, they collect the list of potential free-time activities.
2. Teacher and XY create a list of free-time activities.
3. Teacher adds pictures of the free-time activities.
4. When the break-time begins XY accesses the list.
5. XY choose an activity and he has to tick it.
6. A sound or other sign warns the pupil in the break to use this function (i.e., the list
of his potential free time activities).
Open Issues:
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Milan is a 9 years old boy. Every morning he goes to school sobbing. He wants his
father to sit next to the class door and wait for him for hours. Milan is unable to
understand that his father has a job and he should go to his workplace, but he would come
back for him in time. His father has to repeat it many times that he comes back for him in
the afternoon. However, Milan cannot be calmed down by this verbal explanation.
General objective: to get Milan understanding the order of events, and increasing his
sense of safety.
Related Objectives: using and understanding time table, reliance on parents’ return
7.3.6.2 WHAT?
1. Primary actor:
Child
2. Secondary actor(s):
The father – he shares information on the family’s daily life with the teacher.
3. Level:
7.3.6.3 WHY?
4. Scope:
The school.
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7.3.6.4 HOW?
7. Precondition(s):
Teacher and father make a timetable of the day of the family members.
8. Persuasive tool(s):
Self-monitoring.
The best scenario for Milan would be to monitor the time-table when he feels insecure
and nervous, and calm himself down.
Tin
9. Teacher consults with Milan and his father about the daily programmes of the
family members.
10. Teacher, Milan and his father create a time-table about the programmes.
11. Teacher put signs to those activities that Milan and his father do together.
12. Before going to the class, Milan and his father review the time-table together.
13. When Milan feels insecure and nervous he looks through the time-table and checks
his father programs.
Open Issues:
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In this section we describe briefly the findings from our pilot eye-tracking study. The
aim of this study had been twofold: on the one hand, to develop the eye-tracking testing
methodology for later efficiency testing of Prototype 1 and Prototype 2 of the HANDS
software; on the other hand, to gain initial data on some basic features of the adaptive
visual design of the user surface.
Below we report of these findings. In order to make this part of this deliverable
compact and intelligible, we shortly describe not only the findings from the pilot eye-
tracking study, but also the methodology we used. Therefore – as eye-tracking
methodology is described in details in deliverable 2.1.1, Report on test methodology and
research protocols – the methodological parts of this section are highly redundant with
Section 6 of deliverable 2.1.1.
As explained there in more details, the goal of eye movement measurement and
analysis is to gain insight into the viewer’s attentive behaviour. Eye movements reveal a
good deal about the strategies used to inspect a scene (see, e.g., van Gompel, 2007). These
strategies – that is, actual pathways along which our eyes scan a scene – are strongly
influenced by not only strictly perceptual processes, but also by non-perceptual higher
cognitive functions (see, e.g., Boraston & Blakemore, 2007; Duchowski, 2007). This fact
makes the application of eye-tracking technique highly necessary in a project designing
softwares to help individuals with autism effectively – since these subjects show several
specific features in complex cognition, as described in Section 1 of this document. Eye-
tracking technique is able to open a window on how effectively designed a user surface is,
in terms of minimising (1) the attentional effort needed to pick-up relevant information,
and (2) the non-adaptive, diverting elements of the user surface – so maximising
efficiency. Several of the cognitive functions functioning atypically in autism spectrum
disorders do influence visual attention patterns, and therefore may affect the efficiency of
the HANDS software significantly.
Eye-tracking measurements within the framework of the HANDS project have been
done and are to be done in the newly established Atypical Cognition and Communication
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The Lab was divided into two parts with a panel that separates the desk of the
experimenter from the desk with the eye-tracker, where the actual measurements are
done, and where the subject takes place (see Figure 8.1 below). Another panel was
installed to shield infra-red radiation coming from the heating system. One experimenter
welcomes, instructs and supervise the subject, controls and administers the measurements.
The experimenter withdraws to her/his own desk as the subject have been informed, have
signed the consent, and the eye-tracker has been calibrated, but he/she remains ready to
intervene and/or help, if necessary. All measurements are taken in a semi-dark
environment, in order to minimise noise from external infrared radiation.
At the desk with the tracker, the subject sits comfortably in a chair, at about 60 cm
optimal viewing distance from the screen of the tracker. The display size of the stimulus
smartphones were calculated according to this optimal viewing distance
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8.2 Subjects
Ten subjects took part in this pilot study, on a purely voluntary basis. All of them
have been informed previously about the nature, circumstances and conditions of the
study via a leaflet, and gave – or their parents gave – a written consent before actually
starting the measurements. They all have been offered the possibility to interrupt the
measurements at any point if they wish, and to finish participation. None of them did so.
The overall procedure received consent from the chairman of the Ethical Board of the
HANDS project, Prof. Søren Holm.
Neurotypical subjects
Six university pupils (3 females and 3 males), all of them between the ages of 20 and
30, without known neurocognitive disorder or uncorrected eyesight problems – as self-
reported – took part in the study.
One further neurotypical subject, a 9 year 10 month old fourth-year primary school
pupil participated. A written consent was gathered from him and also from his father
prior to actually starting the measurements. The parent stayed in a room next to the Lab
while the subject was worked with.
Three subjects (all of them male) with autism spectrum disorder diagnosis took part
in this pilot study. All of them were recruited via the Autism Foundation, Budapest, a
partner institution within the HANDS project.
Two of them were pupils from the School of the Autism Foundation, both of them
high functioning boys with autism, between the ages of 9 and 11 years. Their parents
stayed with them in the Lab during the measurements, and gave written consent before
the measurements actually began.
The third subject with autism spectrum disorder was a 25.5 years old young adult
who arrived to the Lab alone.
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Note: we must emphasise that small and unbalanced sample sizes do not allow drawing
more than heuristic conclusions.
To simulate – to some extent – the process as a subject (1) first gets acquainted with the
smartphone/palmtop itself in a relaxed context; then, (2) the subject gets acquainted with
the HANDS software in a relaxed context; and, finally, (3) the subject uses the software in
situations that involve stress to a varying extent, we designed three task conditions, and
these were applied throughout the eye-tracking testing (see in deliverable 2.1.1 in details):
Condition 1: familiarisation.
Condition 2: relaxed usage.
Condition 3: pressurised usage.
In the pilot studies we have run, six display styles were created, on the basis of the
prototype received from the software designer team (Morten Aagaard, Aalborg
University). These were the followings (see also Figures 8.2.A-F below):
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8.4 Stimuli
That is, stimuli were little step-by-step behavioural algorithms meant to help an
individual perform the above-listed everyday tasks, shown on screens of smartphones,
presented on the eye-tracker’s screen. The task of the subjects was always to find the
actual step where the hypothetical user of the phone is at the moment. See Table 8.1 below
for the actual stimulus algorithms, and the corresponding display styles.
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8.5 Procedure
Table 8.2 below shows the overall procedure of our pilot eye-tracking measurements.
exact /
time
rank activity content max. time
control
(minutes)
21-29 cycle 11-19 repeated for task theme 2 / display style 2; (3 tests) fixed, computer-based maximised 13,5
31-39 cycle 11-19 repeated for task theme 3 / display style 3; (3 tests) fixed, computer-based maximised 13,5
41-49 cycle 11-19 repeated for task theme 4 / display style 4; (3 tests) fixed, computer-based maximised 13,5
51-59 cycle 11-19 repeated for task theme 5 / display style 5; (3 tests) fixed, computer-based maximised 13,5
61-69 cycle 11-19 repeated for task theme 6 / display style 6; (3 tests) fixed, computer-based maximised 13,5
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1. Statistical analyses for rough comparisons of the distribution of fixations in the ASD
and the neurotypical groups;
2. descriptive ‘heat-map’ analyses to present qualitatively fixation distributions in the
ASD group; and
3. descriptive ‘heat-map’ analyses to present qualitatively the differences between
fixation distributions in the ASD group and those in the neurotypical group.
For the statistical analyses, we divided the displayed images of the smartphone into three
areas (see Figure 8.3 below):
1. Relevant area: that part of the screen which displays the elements of the behavioural
algorithm.
2. Semi-relevant area: other parts of the screen.
3. Irrelevant area: non-screen surface of the smartphone and the surrounding area.
None of these analyses have brought significant results, that is, no significant
difference have been found between the ASD and neurotypical subjects in terms of the
fixations targeted on relevant vs. semi-relevant vs. irrelevant areas.
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Table 8.3 below show the so-called ‘heat-map’ analysis findings for the most relevant
3 display styles, in all the three task conditions. This representation of the scanning
strategies highlights those areas in the presented displays which received relatively the
most attention from subjects, in this case subjects with autism spectrum disorders.
Although the low number of subjects allows only heuristic conclusions to be dawn,
nevertheless, these heat-map displays suggest that these subjects with autism showed
quite focused attention, which was directed foremost to the relevant step in the algorithm
– as can be seen nicely in relaxed and pressurised conditions.
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Table 8.4 below presents heat-map analyses of the differences in fixations between the
two groups. These require very careful interpretation. Green-yellow areas mark those regions
which received significant attention from ASD subjects, but not from neurotypical subjects.
Red-orange areas mark the regions receiving significant attention from neurotypical
subjects, but not from ASD subjects. That is, areas which are not at all marked received roughly
the same amount of attention from the two groups – either a lot, or not at all.
By and large, these heat-maps also show the relatively well-focused attention of ASD
subjects as was previously shown above. One additional phenomenon which may have
importance, though, is the relative attention appearing on the social actor in the last
condition. This may signify that when subjects with ASD get tired or more stressed, they
tend to pay more attention to non-strictly-functional elements of the display, their
attention becomes less focused. This possibility requires further investigation in future
testing of Prototypes 1 and 2.
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As emphasised before, the findings of this pilot eye-tracker study are to be treated as
heuristic, primarily for the low sample size, and also for the fact that the methodology
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used is itself a pilot one. Nevertheless a few requirements for the visual design of the user
surface can be formulated.
As our subjects with ASD were able to locate the relevant information relatively
quickly on the smartphone screen when only the necessary information was shown, like in
display style 1 (text only; see above on Figure 8.2.A), it seems highly recommended that such a
simplest and functional display style should be the default visual outlook in the HANDS software.
This suggestion can be further motivated by the fact that enrichment of this visual
surface (like in display styles 2-6 above) did not lead – as it seemingly could not – to more
focused visual guidance. In the case of display style 6 above, however, some non-
functional visual attention appeared on the social actor, and this may indicate that such
visual elements may indeed divert attention to some extent. That is, using the simplest,
functional display style as default in the HANDS software represents the safest strategy, as non-
effective enrichment of the visual surface should be clearly avoided. That is, (1) such a
display style seems enough to guide visual attention sufficiently, and (2) unnecessarily
enriched visual surface may divert attention non-adaptively.
As, however, the enriched elements, with the above-mentioned apparent exception,
did not lead to significantly diverted attention, the possibility for a careful, step-by-step
enrichment of the visual surface – customisation – can be provided. Such an enrichment may
make the use of the software more pleasant and, in some cases, potentially more effective.
This enrichment must be, however, indeed very careful, and should be always done on a
gradual, step-by-step basis, for two reasons:
• As attentional processes are atypical and quite various cross-individually
within ASD, various individuals may show quite different ‘threshold’ where
the visual surface becomes non-adaptively rich and diverting for them.
• Attentional problems arise more strikingly under stress and/or fatigue, so a
visual surface style/enrichment which may seem adaptive under relaxed
conditions may become non-adaptive and diverting in stressful, tiring
situations – and part of the situations when the HANDS software is to be used
will certainly be such a situation.
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9 Summary
1. Autism, and, more broadly, autism spectrum disorders – including, among others,
Asperger’s syndrome – are human neurodevelopmental disorders. As these are
neurodevelopmental disorders, the atypical pathway to adulthood means that the
development of the brains of these individuals takes unusual routes (see more details in
Section 1).
Therefore, one should avoid having a ‘naïve normalisation’ in mind as the goal of the
therapeutic-pedagogical intervention. Instead, a clear and detailed understanding of the
symptoms, difficulties, strengths, and the underlying psychological mechanisms is needed
in order to design appropriate therapeutical-pedagogical tools and regimes (see more
details in sections 1 & 2).
3. It follows from the above points that creating appropriate software design and contents
requires an understanding of at least the fundamental principles of the evidence-based
systematic intervention techniques (described in more detail in Section 2).
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5. In order to avoid serious risks, ethical and psychological problems that may arise from
an ill-designed or ill-applied software, and also to combine such a cautious approach with
the user’s natural needs for having an individualised, attractive, pleasant, and ‘trendy’
tool, we suggest the following general strategy for software design:
3. At the same time, widespread possibility for enrichment of this ‘purist’ default
core should be provided via customisation – as enrichment is desirable, when
possible, both from a therapeutic-pedagogical point of view, and for users’
desires for aesthetic and individualised appearance and functioning.
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Our pilot eye-tracking findings are in line with the above-formulated strategy – see
section 8 for details.
***
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