title: Access to Sexual Rights for all People with Disabilities: The Need to See and Include the Experiences of People with Intellectual Disability

authors: Frawley, Patsie

abstract: The Target Article by Benoit et al. (2022) discusses disability as an umbrella term for impairments, activity limitations, and participation restrictions, with an evolving understanding promoted by the World Health Organization and the United Nations. However, the application of this understanding, particularly for people with intellectual disabilities, may not adequately address their unique experiences of sexuality. People with intellectual disabilities face various barriers to sexual rights, including restrictive policies, practices, and negative social attitudes. The review by Benoit et al. (2022) lacks differentiation in addressing these specific challenges. Narrative research with people with intellectual disabilities highlights their agency, challenges restrictive practices, and emphasizes the importance of inclusive research and self-advocacy. The UNCRPD falls short in addressing the sexuality rights of people with intellectual disabilities, and there is a need for alliances between disability rights and sex worker advocacy to ensure inclusive sexual assistance services. The holistic approach should consider physical support, education, cultural change, and a differentiated understanding of sexual rights for people with intellectual disabilities. The Commentary raises questions about the appropriateness of a broad approach when addressing the barriers to sexual rights and emphasizes the need to recognize the unique experiences of people with intellectual disabilities in shaping laws, policies, and practices related to their sexual citizenship.

text: Access to Sexual Rights for all People with Disabilities: The Need to See and Include the Experiences of People with Intellectual Disability The Target Article by Benoit et al. (2022) discusses disability as an umbrella term for impairments, activity limitations, and participation restrictions, with an evolving understanding promoted by the World Health Organization and the United Nations. However, the application of this understanding, particularly for people with intellectual disabilities, may not adequately address their unique experiences of sexuality. People with intellectual disabilities face various barriers to sexual rights, including restrictive policies, practices, and negative social attitudes. The review by Benoit et al. (2022) lacks differentiation in addressing these specific challenges. Narrative research with people with intellectual disabilities highlights their agency, challenges restrictive practices, and emphasizes the importance of inclusive research and self-advocacy. The UNCRPD falls short in addressing the sexuality rights of people with intellectual disabilities, and there is a need for alliances between disability rights and sex worker advocacy to ensure inclusive sexual assistance services. The holistic approach should consider physical support, education, cultural change, and a differentiated understanding of sexual rights for people with intellectual disabilities. The Commentary raises questions about the appropriateness of a broad approach when addressing the barriers to sexual rights and emphasizes the need to recognize the unique experiences of people with intellectual disabilities in shaping laws, policies, and practices related to their sexual citizenship.

year: 2023-04-13

title: Investigating real-time monitoring of fatigue indicators of New Zealand forestry workers

authors: Bowen, Judy

subjects: Science & Technology

abstract: The New Zealand forestry industry has one of the highest fatality and injury rates of any industrial sector in the country. Worker fatigue has been identified as one of the main contributing factors. Currently no independent and objective large data source is available that might support an analysis of this, or provide the basis for ongoing monitoring to further investigate. In order to successfully manage fatigue in the forestry workplace, we must identify suitable ways of detecting it. Industry partners are increasingly looking at monitoring solutions (particularly lightweight, wearable technology) that aim to measure worker activities and physiological metrics in order to determine if they are fatigued.

In this article we present the results of studies which investigate whether or not such technology can capture meaningful data in a reliable way that is both practical and usable within the forestry domain. Two series of studies were undertaken with in-situ forestry workers using reaction and decision-making times as a measure of potential impairment, while considering activity levels (via step count and heart rate) and job-roles. We present the results of these studies and further provide a comparison of results across different ambient temperatures (winter vs. summer periods). The results of our studies suggest that it may not be possible to identify correlations between workloads (based on both physical and cognitive stresses) and fatigue measures using in-situ measurements as results are highly personalised to individual workers and can be misleading if the wider context is not also taken into consideration.

text: Investigating real-time monitoring of fatigue indicators of New Zealand forestry workers The New Zealand forestry industry has one of the highest fatality and injury rates of any industrial sector in the country. Worker fatigue has been identified as one of the main contributing factors. Currently no independent and objective large data source is available that might support an analysis of this, or provide the basis for ongoing monitoring to further investigate. In order to successfully manage fatigue in the forestry workplace, we must identify suitable ways of detecting it. Industry partners are increasingly looking at monitoring solutions (particularly lightweight, wearable technology) that aim to measure worker activities and physiological metrics in order to determine if they are fatigued.

In this article we present the results of studies which investigate whether or not such technology can capture meaningful data in a reliable way that is both practical and usable within the forestry domain. Two series of studies were undertaken with in-situ forestry workers using reaction and decision-making times as a measure of potential impairment, while considering activity levels (via step count and heart rate) and job-roles. We present the results of these studies and further provide a comparison of results across different ambient temperatures (winter vs. summer periods). The results of our studies suggest that it may not be possible to identify correlations between workloads (based on both physical and cognitive stresses) and fatigue measures using in-situ measurements as results are highly personalised to individual workers and can be misleading if the wider context is not also taken into consideration.

year: 2019

title: Using gamification to support positive health behaviour change: A kaupapa Māori approach

authors: Jefferies, Dannette (Dannie) Louise

subjects: Gamification

abstract: As our lives become increasingly technology-dependent, healthcare practitioners and researchers recognise the opportunities to deliver effective digital healthcare initiatives to improve patient outcomes. Gamification is one such technological approach to consider. While some important work has been done in gamification, to date, there have been few gamified healthy lifestyle intervention studies undertaken within an Indigenous or minority population. Therefore, this research extends the current knowledge of gamification with a focus on an Indigenous population.
Māori are the Indigenous People of New Zealand, and as in many other colonised countries, Māori are over-represented in obesity statistics; a factor which contributes to significant health inequities, such as a higher incidence of chronic illness among Māori people. Gamification may be an effective means of supporting positive lifestyle choices (e.g., increased physical activity) to reduce the prevalence of chronic illness. This research takes a Kaupapa Māori approach to address the research question: How can gamification support positive health behaviour change? Kaupapa Māori is a philosophical Māori-centric approach that ensures tino rangatiratanga (the right to self-determination). The research approach follows Māori tikanga (customary practices) and recognises the importance of Te Reo Māori (Māori language) and Te Ao Māori (a Māori worldview).
This research followed a design science research (DSR) process and consisted of two phases: Phase One was a prototype design phase, and Phase Two evaluated the prototype. Phase One involved a series of co-design hui (focus groups) to explore the social context and health aspirations of Māori and to ideate potential solutions. Phase One found that normative beliefs strongly influence effective gamification design preference for Māori and that culturally-tailored design is effective for Māori; a notion that contradicts previous Western-oriented gamification implementations. Phase Two consisted of a cross-sectional survey and regression analysis to evaluate the prototype designed during Phase One. Major findings from Phase Two show that three critical factors predict whether Māori users would use the gamified intervention: Perceived Ease-of-Use; Māori-Centric Design; and the use of Whakataetae (competitive) persuasive design strategies.  
This research contributes to gamification literature by identifying the gamification elements that most significantly impact behavioural intention toward gamified health applications for Māori; knowledge that may be transferable to other Indigenous populations. The importance of implementing a competitive strategy contradicts previous literature on collectivist cultures and guides the development of future gamified interventions. This research also contributes to theoretical and practical knowledge by demonstrating that effective persuasive strategies are not universal; Māori-centric design is a self-determined approach that keeps the needs of the target audience central to the design of a solution. This research provides theory-driven practical guidelines for design processes and design decisions that are driven by the needs and aspirations of Māori.

text: Using gamification to support positive health behaviour change: A kaupapa Māori approach As our lives become increasingly technology-dependent, healthcare practitioners and researchers recognise the opportunities to deliver effective digital healthcare initiatives to improve patient outcomes. Gamification is one such technological approach to consider. While some important work has been done in gamification, to date, there have been few gamified healthy lifestyle intervention studies undertaken within an Indigenous or minority population. Therefore, this research extends the current knowledge of gamification with a focus on an Indigenous population.
Māori are the Indigenous People of New Zealand, and as in many other colonised countries, Māori are over-represented in obesity statistics; a factor which contributes to significant health inequities, such as a higher incidence of chronic illness among Māori people. Gamification may be an effective means of supporting positive lifestyle choices (e.g., increased physical activity) to reduce the prevalence of chronic illness. This research takes a Kaupapa Māori approach to address the research question: How can gamification support positive health behaviour change? Kaupapa Māori is a philosophical Māori-centric approach that ensures tino rangatiratanga (the right to self-determination). The research approach follows Māori tikanga (customary practices) and recognises the importance of Te Reo Māori (Māori language) and Te Ao Māori (a Māori worldview).
This research followed a design science research (DSR) process and consisted of two phases: Phase One was a prototype design phase, and Phase Two evaluated the prototype. Phase One involved a series of co-design hui (focus groups) to explore the social context and health aspirations of Māori and to ideate potential solutions. Phase One found that normative beliefs strongly influence effective gamification design preference for Māori and that culturally-tailored design is effective for Māori; a notion that contradicts previous Western-oriented gamification implementations. Phase Two consisted of a cross-sectional survey and regression analysis to evaluate the prototype designed during Phase One. Major findings from Phase Two show that three critical factors predict whether Māori users would use the gamified intervention: Perceived Ease-of-Use; Māori-Centric Design; and the use of Whakataetae (competitive) persuasive design strategies.  
This research contributes to gamification literature by identifying the gamification elements that most significantly impact behavioural intention toward gamified health applications for Māori; knowledge that may be transferable to other Indigenous populations. The importance of implementing a competitive strategy contradicts previous literature on collectivist cultures and guides the development of future gamified interventions. This research also contributes to theoretical and practical knowledge by demonstrating that effective persuasive strategies are not universal; Māori-centric design is a self-determined approach that keeps the needs of the target audience central to the design of a solution. This research provides theory-driven practical guidelines for design processes and design decisions that are driven by the needs and aspirations of Māori.

year: 2023