790 research outputs found

    Improving accessibility of tactile interaction for older users: lowering accuracy requirements to support drag-and-drop interaction

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    International audienceMobile applications offer great possibilities to the aging population but older adults face accessibility problems when using devices equipped with touchscreen. In order to respond to older users' special needs, it is necessary to support older users during tactile interaction to reduce error rates. The aim of this study is to evaluate the effects of the accuracy requirements for drag-and-drop interaction. 24 able-bodied older adults with different profiles (aged 65 to 86 years old, with corrected and not corrected eyesight, normal and low dexterity, different levels of education, different experience of use of computers and touchscreen) executed a series of tactile puzzle games on smartphone and tablet, with pen and fingers. We evaluate the number of errors for two levels of accuracy required for positioning the puzzle pieces: 95% (higher) and 80% (lower). Older adults made fewer errors of accuracy during lower accuracy levels and consequently fewer supplementary gestures for positioning the targets. Besides, lowering the accuracy requirement was an effective support for interaction because it also reduced the effects of users' profiles, improving the accessibility for people with no experience of use of computers

    Ease-of-Use of Tactile Interaction for Novice Older Adults

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    International audienceUsability, particularly ease-of-use, is a main factor affecting the acceptance of technologies by older adults. Mobile devices offer great possibilities for well-being applications, but they are often equipped with touchscreen. In order to evaluate the ease-of-use of tactile interaction, this study compares the performances of 16 novice (mean age 74) and 8 experienced older adults (mean 75) during the execution of drag-and-drop interaction for achieving tactile puzzle games on smartphone and tablet, with pen and fingers. Results show that novice users were able accomplish interaction accurately with longer times but no significant difference of errors of accuracy

    Interactive Multimedia Touch Screen Tablets and Gaming as a Vehicle That Fosters Learning Digital Skills

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    As digital multimedia devices further pervade the lives of everybody including the older adults, the need for relevant training for these age groups of people grows. Older adults, not due to their frailty or age, but because accessing and using digital devices like smart phones can be difficult for them due to a lack of digital skills required in use of multimedia devices, do experience the digital divide sharply. This paper intends to present the use of gaming on touch screen multimedia devices in learning digital skills for the elderly. The case study was carried out with a group of older adults in four European countries with multimedia tablets before they attended the training process for learning how to use smartphones. A parallel group was not exposed to the same devices and the tablet game playing. The comparative results from both groups have shown that gaming on multimedia devices improves the skills necessary for active use of digital skills in everyday life and foster their adoption

    CLARA: Building a Socially Assistive Robot to Interact with Elderly People

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    Although the global population is aging, the proportion of potential caregivers is not keeping pace. It is necessary for society to adapt to this demographic change, and new technologies are a powerful resource for achieving this. New tools and devices can help to ease independent living and alleviate the workload of caregivers. Among them, socially assistive robots (SARs), which assist people with social interactions, are an interesting tool for caregivers thanks to their proactivity, autonomy, interaction capabilities, and adaptability. This article describes the different design and implementation phases of a SAR, the CLARA robot, both from a physical and software point of view, from 2016 to 2022. During this period, the design methodology evolved from traditional approaches based on technical feasibility to user-centered co-creative processes. The cognitive architecture of the robot, CORTEX, keeps its core idea of using an inner representation of the world to enable inter-procedural dialogue between perceptual, reactive, and deliberative modules. However, CORTEX also evolved by incorporating components that use non-functional properties to maximize efficiency through adaptability. The robot has been employed in several projects for different uses in hospitals and retirement homes. This paper describes the main outcomes of the functional and user experience evaluations of these experiments.This work has been partially funded by the EU ECHORD++ project (FP7-ICT-601116), the European Union’s Horizon 2020 Research and Innovation Programme under grant agreement No 825003 (DIH-HERO SUSTAIN), the RoQME and MiRON Integrated Technical Projects funded, in turn, by the EU RobMoSys project (H20202-732410), the project RTI2018-099522-B-C41, funded by the Gobierno de España and FEDER funds, the AT17-5509-UMA and UMA18-FEDERJA-074 projects funded by the Junta de AndalucĂ­a, and the ARMORI (CEIATECH-10) and B1-2021_26 projects funded by the University of MĂĄlaga. Partial funding for open access charge: Universidad de MĂĄlaga

    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

    Fall prevention intervention technologies: A conceptual framework and survey of the state of the art

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    In recent years, an ever increasing range of technology-based applications have been developed with the goal of assisting in the delivery of more effective and efficient fall prevention interventions. Whilst there have been a number of studies that have surveyed technologies for a particular sub-domain of fall prevention, there is no existing research which surveys the full spectrum of falls prevention interventions and characterises the range of technologies that have augmented this landscape. This study presents a conceptual framework and survey of the state of the art of technology-based fall prevention systems which is derived from a systematic template analysis of studies presented in contemporary research literature. The framework proposes four broad categories of fall prevention intervention system: Pre-fall prevention; Post-fall prevention; Fall injury prevention; Cross-fall prevention. Other categories include, Application type, Technology deployment platform, Information sources, Deployment environment, User interface type, and Collaborative function. After presenting the conceptual framework, a detailed survey of the state of the art is presented as a function of the proposed framework. A number of research challenges emerge as a result of surveying the research literature, which include a need for: new systems that focus on overcoming extrinsic falls risk factors; systems that support the environmental risk assessment process; systems that enable patients and practitioners to develop more collaborative relationships and engage in shared decision making during falls risk assessment and prevention activities. In response to these challenges, recommendations and future research directions are proposed to overcome each respective challenge.The Royal Society, grant Ref: RG13082

    Administering Cognitive Tests Through Touch Screen Tablet Devices: Potential Issues

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    Mobile technologies, such as tablet devices, open up new possibilities for health-related diagnosis, monitoring, and intervention for older adults and healthcare practitioners. Current evaluations of cognitive integrity typically occur within clinical settings, such as memory clinics, using pen and paper or computer-based tests. In the present study, we investigate the challenges associated with transferring such tests to touch-based, mobile technology platforms from an older adult perspective. Problems may include individual variability in technical familiarity and acceptance; various factors influencing usability; acceptability; response characteristics and thus validity per se of a given test. For the results of mobile technology-based tests of reaction time to be valid and related to disease status rather than extraneous variables, it is imperative the whole test process is investigated in order to determine potential effects before the test is fully developed. Researchers have emphasized the importance of including the ‘user’ in the evaluation of such devices; thus we performed a focus group-based qualitative assessment of the processes involved in the administration and performance of a tablet-based version of a typical test of attention and information processing speed (a multi-item localization task), to younger and older adults. We report that although the test was regarded positively, indicating that using a tablet for the delivery of such tests is feasible, it is important for developers to consider factors surrounding user expectations, performance feedback, and physical response requirements and to use this information to inform further research into such applications

    Study of the interaction of older adults with touchscreen

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    Utiliser une tablette ou un smartphone est dĂ©sormais courant. Cependant, les effets de l'Ăąge sur les capacitĂ©s motrices nĂ©cessaires pour l'exĂ©cution des gestes d'interaction tactile n'ont pas Ă©tĂ© suffisamment pris en compte lors de la conception et de l'Ă©valuation des systĂšmes interactifs, une des raisons qui a empĂȘchĂ© l'inclusion numĂ©rique de ce groupe d'utilisateurs. L'objectif de cette thĂšse est d'Ă©tudier l'interaction des personnes ĂągĂ©es avec les Ă©crans tactiles afin d'identifier des problĂšmes d'utilisabilitĂ© sur des supports variĂ©s (smartphone et tablette, doigt et stylet). Pour cette Ă©tude, nous avons conçu un systĂšme interactif constituĂ© de jeux de type puzzle numĂ©rique tactiles, oĂč le geste d'interaction drag-and-drop (glisser-dĂ©poser) est employĂ© pour positionner les cibles. Dans ce contexte, une attention particuliĂšre a Ă©tĂ© portĂ©e Ă  l'analyse des mouvements de l'utilisateur. L'analyse des postures du poignet durant l'interaction a permis d'Ă©lucider la relation entre les caractĂ©ristiques des mouvements des personnes ĂągĂ©es avec leurs performances, Ă  savoir, des temps plus longs et une augmentation du nombre d'erreurs par rapport aux utilisateurs adultes plus jeunes. Prendre en compte la variabilitĂ© des capacitĂ©s motrices des utilisateurs lors des phases de conception et Ă©valuation des systĂšmes interactifs est nĂ©cessaire pour comprendre leurs difficultĂ©s et amĂ©liorer l'ergonomie et utilisabilitĂ© de l'interaction tactile.Tablets and smartphones have become mainstream technologies. However, the aging effects on the motor skills implied on tactile interaction haven't been enough considered during the design and evaluation of tactile interactive systems, what prevent this group of older adult users to be digitally included successfully. This thesis aims to study the interaction of older adults with touchscreens in order to identify usability issues on different devices and input modalities (smartphone and tablet, finger and stylus). To this study, we designed an interactive system consisted of tactile puzzle games and using drag-and-drop interaction for positioning the puzzle pieces into their corresponding targets. In this framework, a special attention was given to the analysis of the movements of the user. The analysis of the postures of the users' wrists during interaction allowed to elucidate the relationship between the characteristics of the movements of older adults and their performances, particularly concerning the longer times needed for executing the gestures of interaction as well as the increased error rates of this group of users when compared to younger adults. Taking into account the variability of users' motor skills during the design and evaluation of interactive systems is necessary to better understand their difficulties as well as to improve the ergonomics and the usability levels of tactile interaction
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