city initiatives can integrate assistive technologies,
accessible infrastructure, and inclusive design
principles to create an environment that meets the
diverse needs of its inhabitants (Ponciano, et al.,
2021). Technological solutions are increasingly being
used to address a variety of challenges faced by
people with motor disabilities, including technologies
around navigation and transportation, often mobile
applications, including GPS or crowd-sourced
systems, which provide real-time information on
accessible routes and transportation options with tips
and ratings (Lima, et al., 2018).
There are accessibility information apps that
provide information on the accessibility of buildings
and streets more focused on the fastest way to a
specific destination, not focusing on the accessibility
of the city or on identifying barriers, and thus
negatively affects people with disabilities (Lima, et
al., 2018; Mora, et al., 2016). The lack of solutions to
identify barriers affecting people with disabilities is a
significant problem in our society (Akter et al., 2020).
People with disabilities face numerous challenges in
their daily lives that can limit their ability to access
their destinations (Ponciano, et al., 2021). Despite
some efforts to address these issues, there is still a
significant gap in identifying and resolving the
barriers that affect people with disabilities (Yang et
al, 2023). This means that many people with
disabilities face barriers that prevent them from fully
participating in society and achieving their full
potential (Lee, Kim & Hwan Yun, 2023). It is crucial
to raise awareness about the barriers in the population
that affect people with disabilities and create and
practice effective ways to remove them to help cities
become more socially inclusive and accessible
(Santoso, 2023). The problem at hand is the lack of
effective solutions to identify and address the barriers
that prevent the full participation and inclusion of
people with motor disabilities in society, especially
within cities. Solutions must go beyond simple
navigation and provide real-time accessibility
information, route planning, and collaborative data to
create more socially inclusive and accessible urban
environments. Another important aspect is the
possibility of including gamification strategies in
these resources, such as the case of serious games.
Serious games are games specifically designed for
education or training, rather than just for
entertainment (Toukiloglou & Xinogalos, 2023).
They can be video games, board games, virtual reality
experiences, among others, and played on various
platforms. A key advantage is that they provide an
immersive and interactive learning experience, more
engaging and effective (Van Zyl-Cillié, 2023).
To address the defined problem in this article, the
development of a mobile app prototype,
BarrierBeGone, is presented. This system not only
identifies potential barriers for people with mobility
disabilities using gamification tools but also actively
promotes accessibility improvements by engaging
users in the process.
2 METHOD
To address the problem outlined in this topic, a
mobile application named BarrierBeGone is
introduced, a system that identifies potential barriers
for people with mobility disabilities. Using a User
Centred Design, it is an iterative design process that
characterized by establishing the needs, objectives,
and general satisfaction of the users as the driving
force behind product design and development. The
steps include, based on existing research on the
relevant topics, first understanding the specific
challenges faced by people with limited mobility,
then creating and developing a barrier identifier
focused on improving accessibility and social
inclusion, and finally evaluating the developed
prototype by involving its potential users. (figure 1).
Figure 1: Methodology Diagram.
2.1 Understand the Needs
A crucial component of the design of this project is
the identification and comprehension of parameters
that affect mobility experiences when users are doing
their routes. So, we conducted a set of Interviews
sessions with people with limited mobility to
supplement all the information gathered. Each
interview was expected to have a duration of fifteen
to twenty minutes. In total, five participants were
interviewed.
A semi-structured interview was conducted,
addressing the following topics: perceptions of the
citizen's role in identifying accessibility and social
inclusion, opinions on the use of apps to identify
barriers for people with reduced mobility, availability
of these tools for such identification, the relevance of