2,455 research outputs found

    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

    Text or image? Investigating the effects of instruction type on mid-air gesture making with novice older adults

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    Unlike traditional interaction methods where the same command (e.g. mouse click) is used for different purposes, mid-air gesture interaction often makes use of different gesture commands for different functions, but first novice users need to learn these commands in order to interact with the system successfully. We describe an empirical study with 25 novice older adults that investigated the effectiveness of 3 “on screen” instruction types for demonstrating how to make mid-air gesture commands. We compared three interface design choices for providing instructions: descriptive (text-based), pictorial (static), and pictorial (animated). Results showed a significant advantage of pictorial instructions (static and animated) over text-based instructions for guiding novice older adults in making mid-air gestures with regards to accuracy, completion time and user preference. Pictorial (animated) was the instruction type leading to the fastest gesture making with 100% accuracy and may be the most suitable choice to support age-friendly gesture learning

    Movement characteristics and effects of GUI design on how older adults swipe in mid-air

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    We conducted a study with 25 older adults that aimed to investigate how older users interact with swipe-based interactions in mid-air and how menu sizes may affect swipe characteristics. Our findings suggest that currently-implemented motion-based interaction parameters may not be very well-aligned with the expectations and physical abilities of the older population. In addition, we find that GUI design can shape how older users produce a swipe gesture in mid-air, and that appropriate GUI design can lead to higher success rates for users with little familiarity with this novel input method

    An investigation of mid-air gesture interaction for older adults

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    Older adults (60+) face natural and gradual decline in cognitive, sensory and motor functions that are often the reason for the difficulties that older users come up against when interacting with computers. For that reason, the investigation and design of age-inclusive input methods for computer interaction is much needed and relevant due to an ageing population. The advances of motion sensing technologies and mid-air gesture interaction reinvented how individuals can interact with computer interfaces and this modality of input method is often deemed as a more “natural” and “intuitive” than using purely traditional input devices such mouse interaction. Although explored in gaming and entertainment, the suitability of mid-air gesture interaction for older users in particular is still little known. The purpose of this research is to investigate the potential of mid-air gesture interaction to facilitate computer use for older users, and to address the challenges that older adults may face when interacting with gestures in mid-air. This doctoral research is presented as a collection of papers that, together, develop the topic of ageing and computer interaction through mid-air gestures. The initial point for this research was to establish how older users differ from younger users and focus on the challenges faced by older adults when interacting with mid-air gesture interaction. Once these challenges were identified, this work aimed to explore a series of usability challenges and opportunities to further develop age-inclusive interfaces based on mid-air gesture interaction. Through a series of empirical studies, this research intends to provide recommendations for designing mid-air gesture interaction that better take into consideration the needs and skills of the older population and aims to contribute to the advance of age-friendly interfaces

    Is movement better? Comparing sedentary and motion-based game controls for older adults

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    Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults. However, little is known about the suitability of motion-based game controls for older adults and how their use is affected by age-related changes. In this paper, we present a study evaluating sedentary and motion-based game controls with a focus on differences between younger and older adults. Our results show that older adults can apply motion-based game controls efficiently, and that they enjoy motion-based interaction. We present design implications based on our study, and demonstrate how our findings can be applied both to motion-based game design and to general interaction design for older adults. Copyright held by authors

    Challenges in Developing Applications for Aging Populations

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    Elderly individuals can greatly benefit from the use of computer applications, which can assist in monitoring health conditions, staying in contact with friends and family, and even learning new things. However, developing accessible applications for an elderly user can be a daunting task for developers. Since the advent of the personal computer, the benefits and challenges of developing applications for older adults have been a hot topic of discussion. In this chapter, the authors discuss the various challenges developers who wish to create applications for the elderly computer user face, including age-related impairments, generational differences in computer use, and the hardware constraints mobile devices pose for application developers. Although these challenges are concerning, each can be overcome after being properly identified

    Characterizing Natural User Interface with Wearable Smart Watches

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    Background - The emergence of new interaction paradigms makes the use of technology inrealizing the users??? natural ways of exploring the real world the ultimate goal of designers today.Research on interactive and immersive technologies for user interface design is still a challenging chore for engineers and scientists when it comes to designing natural interaction for wearable smart devices. To address the challenge, our study aims to develop guidelines for design practitioners in designing wearable smart watches that could offer natural user experiences. Methods - To better understand natural user experiences with smart watches, an extensive literature review was conducted. A quantitative survey with 80 participants was conducted, of which the focus was on the expected functions of smart watches. Based on the survey results, we selected eight participants in terms of technology familiarity. To achieve the objectives of our research, three studies were conducted: a design workshop (Study 1), a cultural probe (Study 2), and a focus group interview (Study 3). The design workshop was created to figure out the needs and wishes people have forsmart watches. In the cultural probe, the focus was on figuring out natural interactions with smart watches. Finally, the focus group interview aimed to gain more insights from the results of the cultural probe in terms of natural user interaction with particular functions. Results - To address the needs and wishes of the users toward wearable smartwatches, we made a subdivision into three categories, such as functions, input measures, and notification (feedback) methods. According to the results, participants wanted weather notification, health monitoring, and identification as expected functions. Regarding the methodof input, voice command and touch screen were preferred. In order to get feedback, most of the participantswanted vibrations, particularly as a reaction tocompleting the commands or inputs. There was also a suggestion to customize their smart watch. For example, users can select the functions and build their own command system, and even choose the notificationmethods. Considering natural user interface with respect to functions (weather, answering a call, navigation, health monitoring, taking a picture and messaging), specific natural user interfaces were mentioned for particular functions. Conclusions - Throughout the study, people???s needs and wishes and their perceptions about natural interaction were identified and the characteristics of natural user interfacesweredetermined. Based on the results, tenperceptions were specifically defined to provide a better understanding of smart watches in terms of natural interaction: user affinity of form, awareness by familiarity, reality correspondence, behavioral extension, purpose orientation, easiness of performance, timeliness, routine acceptance, generality, and rule of thumb. In addition to that, natural user interfaces were categorized into five groups: user familiarity, realistic interaction, accomplishment assistance, contextual appropriateness, and social awareness. In this study,we tried to identify what constitutes anatural interaction and how it should be created. The limitations and further study are discussed at the end.ope

    Tablet Applications for the Elderly: Specific Usability Guidelines

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    While the world population is aging, the technological progress is steadily increasing. Smartphones and tablets belong to a growing market and even more people aged 65 and above are using such touch devices. However, with advancing age normal cognitive, sensory, perceptual and motor changes influence psychological and physical capabilities and therefore the way the elderly are able to use tablet-applications. When designing tablet-applications for the elderly developers have to be supported in understanding these capabilities. Therefore, this thesis provides a comprehensive compilation of usability guidelines in order to develop user-friendly tablet-applications for older people. The development and testing of an exemplary tablet-application within this thesis shows how these guidelines can be brought into practice and how this realization is evaluated by test persons in this age group
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