4,900 research outputs found

    Effects of User Age on Smartphone and Tablet Use, Measured with an Eye-Tracker via Fixation Duration, Scan-Path Duration, and Saccades Proportion

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    The design of user interfaces plays an important role in human computer interaction, especially for smartphones and tablet devices. It is very important to consider the interface design of smartphones for elderly people in order for them to benefit from the variety applications on such devices. The aim of this study is to investigate the effects of user age as well as screen size on smartphone/tablet use. We evaluated the usability of smartphone interfaces for three different age groups: elderly age group (60+ years), middle age group (40-59 years) and younger age group (20-39 years). The evaluation is performed using three different screen sizes of smartphone and tablet devices: 3.2", 7", and 10.1" respectively. An eye-tracker device was employed to obtain three metrics: fixation duration, scan-path duration, and saccades amplitude. Two hypothesis were considered. First, elderly users will have both local and global processing difficulties on smartphone/tablet use than other age groups. Second, all user age groups will be influenced by screen sizes; small screen size will have smaller saccades proportion indicating uneasy interface browsing compared to large screen size. All these results have been statistically evaluated using 2-way ANOVA

    Interaction techniques for older adults using touchscreen devices : a literature review

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    International audienceSeveral studies investigated different interaction techniques and input devices for older adults using touchscreen. This literature review analyses the population involved, the kind of tasks that were executed, the apparatus, the input techniques, the provided feedback, the collected data and author's findings and their recommendations. As conclusion, this review shows that age-related changes, previous experience with technologies, characteristics of handheld devices and use situations need to be studied

    Analysis of Factors Affecting Multimedia Delivery for Elderly People

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    This study aims to apply appropriate information technology services for elderly people in order to fill the communication gap between the elderly, family members and friends by using a multimedia delivery platform. The aim is to improve the quality of life of the elderly people who live alone. It is intended to enhance the lives of elderly people to stay connected with family members, and friends by sending multimedia content including text, audio, image and video. We analyze the factors affecting the elderly person’s intention to use the platform by using Unified Theory of Acceptance and Use of Technology (UTAUT) model. The model evaluates the effectiveness of the multimedia delivery platform over the six key UTAUT constructs, namely, Performance Expectancy, Effort Expectancy, Social Influence, Facilitation Conditions, Perceived Security, and Experience and Voluntariness to Behavioral Intention. The analysis is twofold: to determine the factors affecting the intention of the elderly people in using the multimedia delivery platform, and to investigate how to reduce the communication gap between the elderly, family members and friends.This study aims to apply appropriate information technology services for elderly people in order to fill the communication gap between the elderly, family members and friends by using a multimedia delivery platform. The aim is to improve the quality of life of the elderly people who live alone. It is intended to enhance the lives of elderly people to stay connected with family members, and friends by sending multimedia content including text, audio, image and video. We analyze the factors affecting the elderly person’s intention to use the platform by using Unified Theory of Acceptance and Use of Technology (UTAUT) model. The model evaluates the effectiveness of the multimedia delivery platform over the six key UTAUT constructs, namely, Performance Expectancy, Effort Expectancy, Social Influence, Facilitation Conditions, Perceived Security, and Experience and Voluntariness to Behavioral Intention. The analysis is twofold: to determine the factors affecting the intention of the elderly people in using the multimedia delivery platform, and to investigate how to reduce the communication gap between the elderly, family members and friends

    Enhancing home health mobile phone app usability through general smartphone training: usability and learnability case study.

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    peer-reviewedEach year, millions of older adults fall, with more than 1 out of 4 older people experiencing a fall annually, thereby causing a major social and economic impact. Falling once doubles oneâ s chances of falling again, making fall prediction an important aspect of preventative strategies. In this study, 22 older adults aged between 65 and 85 years were trained in the use of a smartphone-based fall prediction system. The system is designed to continuously assess fall risk by measuring various gait and balance parameters using a smart insole and smartphone, and is also designed to detect falls. The use case of the fall prediction system in question required the users to interact with the smartphone via an app for device syncing, data uploads, and checking system status. The objective of this study was to observe the effect that basic smartphone training could have on the user experience of a group that is not technically proficient with smartphones when using a new connected health system. It was expected that even short rudimentary training could have a large effect on user experience and therefore increase the chances of the group accepting the new technology. All participants received training on how to use the system smartphone app; half of the participants (training group) also received extra training on how to use basic functions of the smartphone, such as making calls and sending text messages, whereas the other half did not receive this extra training (no extra training group). Comparison of training group and no extra training group was carried out using metrics such as satisfaction rating, time taken to complete tasks, cues required to complete tasks, and errors made during tasks. The training group fared better in the first 3 days of using the system. There were significant recorded differences in number of cues required and errors committed between the two groups. By the fourth and fifth day of use, both groups were performing at the same level when using the system. Supplementary basic smartphone training may be critical in trials where a smartphone appâ based system for health intervention purposes is being introduced to a population that is not proficient with technology. This training could prevent early technology rejection and increase the engagement of older participants and their overall user experience with the system.PUBLISHEDpeer-reviewe

    An Effective TeleHealth Assistive System to Support Senior Citizen at Home or Care-Homes

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    There has been an increase in the percentage of aging population in the UK, which has implications in all sectors from workforce, housing and care needs. The aim of this research work is to improve the healthcare and the quality of life for senior citizens and helping them live self-sufficiently at their own accommodation by developing a telehealth system that effectively communicates and monitors the daily needs of the senior citizens. In doing so, the burden from the healthcare system and the care-homes will be eased. This approach has a user-friendly application for the elderly to notify the carehome of their daily needs. The details of the senior citizens profile are stored in a cloud based database, hence the care coordinator can receive the notification, monitor the details, book/assign a service and notify the senior citizens with the date and time of the booked required service. The most common users’ needs have been identified from the acquired data in the local community. This data has been used in meeting the users’ needs and creating an appropriate applications for them. The developed system has a simple process that offers human interaction with an assistive technology created to make the life of senior citizens easy and independent

    The survey on Near Field Communication

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    PubMed ID: 26057043Near Field Communication (NFC) is an emerging short-range wireless communication technology that offers great and varied promise in services such as payment, ticketing, gaming, crowd sourcing, voting, navigation, and many others. NFC technology enables the integration of services from a wide range of applications into one single smartphone. NFC technology has emerged recently, and consequently not much academic data are available yet, although the number of academic research studies carried out in the past two years has already surpassed the total number of the prior works combined. This paper presents the concept of NFC technology in a holistic approach from different perspectives, including hardware improvement and optimization, communication essentials and standards, applications, secure elements, privacy and security, usability analysis, and ecosystem and business issues. Further research opportunities in terms of the academic and business points of view are also explored and discussed at the end of each section. This comprehensive survey will be a valuable guide for researchers and academicians, as well as for business in the NFC technology and ecosystem.Publisher's Versio

    Digital Wellness Services’ Servicescape for Young Elderly

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    Digital devices reshape the servicescape of wellness, helping people, e.g. young elderly, to benefit from digital wellness services (henceforth DWSs) provided in a digital servicescape. This paper builds on five prior studies and explores: (i) what requirements young elderly have, in order to benefit from DWSs, and (ii) what service providers should consider, and pay regard to, when they develop and offer DWSs to young elderly. Hence, this paper argues for DWSs to be subsets of a digital servicescape. This research developed a model for how different parties, e.g. young elderly, their friends and relatives, developers, providers, but also the society per se, could gain from the DWSs. The DWSs create opportunities for a win-win-win situation. Important for the young elderly are motivation, trust, and credibility. Important for developers and providers are to motivate the users, to create trustworthiness, to provide user guidance, and to develop through co-creation
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