331 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

    Mobile devices: older people’s learning experiences

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    Mobile devices are important to support older people in many ways, especially to promote independent ageing. However, rapid development of mobile devices which focus on younger people has incurred issues among older people to learn using it. Thus, this study aims to understand mobile device learning experiences among older people. Qualitative method was used in the study - interviews and focus groups, to collect data among 21 older people, aged 55 and above. It is found that older people initially experienced three stages of learning process: beginner, intermediate and advance. There are several learning techniques or resources required by older people to learn to use mobile devices. These resources are very critical for older people to maintain their positive emotions and attitudes. This study enhanced knowledge in user experience domain which can assist mobile designer to develop useful and usable mobile devices or technologies for older people and others

    Penguatan Kepercayaan dalam Membentuk Niat Meneruskan Penggunaan Mobile Banking

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    The security of using mobile banking in Indonesia is perceived as not providing a good guarantee, so it can reduce trust in continuing to use it. This study examines factors that can increase trust to influence customers' intention to continue using mobile banking. The role of user learning, the perceived value of the application, technological competence, and compatibility can strengthen trust in forming an intention to continue using. The sampling technique used was a purposive sampling technique, with 200 respondents using the BCA Mobile application, which was conducted online. Validity and reliability testing was carried out using the SPSS version 22 application. A structural approach with SEM (Structural Equation Modeling) analysis was employed to test Hypotheses. The test results show that trust in forming the intention to continue using is influenced by perceived learning, perceived value, and technological competence and is not affected by application compatibility.   Keywords : Intention to Use Continuence, Trust, and Mobile Banking   Abstrak Keamanan penggunaan mobile banking di Indonesia dipersepsikan belum memberikan jaminan baik yang dapat menurunkan kepercayaan untuk terus menggunakan. Studi ini mengkaji faktor-faktor yang dapat meningkatkan kepercayaan untuk dapat mempengaruhi nasabah untuk berniat terus menggunakan mobil banking. Peran pembelajaran pengguna, nilai persepsian dari aplikasi, kompetensi teknologi, dan kompatibilitas menjadi faktor yang dapat menguatkan kepercayaan dalam membentuk niat untuk terus menggunakan. Teknik pengambilan sampel menggunakan purposive sampling dengan jumlah 200 responden pengguna aplikasi BCA Mobile yang dilakukan secara online. Pengujian validitas dan reliabilitas menggunakan aplikasi SPSS versi 22. Pengujian hipotesis menggunakan pendekatan structural dengan analisa SEM (Structural Equation Modeling). Hasil pengujian menunjukkan kepercayaan dalam membentuk niat terus menggunakan dipengaruhi adanya pembelajaran yang dipersepsikan, nilai persepsian, kompetensi teknologi, dan bukan disebabkan kompatibilitas aplikasi.   Kata kunci : Niat Meneruskan Pengunaan, Kepercayaan, dan Mobile Bankin

    Gathering the Requirements for a Mobile Device Tutorial for Older Adults

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    The United States, as well as other nations, is experiencing an increase in the older adult population. As a result of older adults living longer, mobile devices can be a major component in improving older adults\u27 quality of life. However, older adults may encounter difficulties when using the mobile devices. This research examined the requirements in addressing the needs of older adults when using a mobile device. Specifically, the research focused on gathering the task and feature requirements for a mobile device tutorial for older adults. The approach was accomplished by the development of a mobile device questionnaire, which was first administered to a pilot group of older adults, to determine the questionnaire\u27s comprehensiveness, then to an adequate sample size of older adults at four senior activity centers, located in Prince George\u27s County, Maryland. Based on the responses to the specific research questions from the total population, two focus groups, consisting of a total of ten individuals, were selected. The focus groups, identified as focus group A and B, were created, based on how likely or unlikely the respondent would use a mobile device tutorial. Following the collection of the questionnaires from the total population and the two focus groups, the results of the data were analyzed. The quantitative findings for the total population for the task requirements found that e-mail had the highest mean (4.40%), followed by health, shopping, restaurant, and financial. The findings for the feature requirements found that photos had the highest mean (4.21%), followed by camera, contacts, reminders, and FaceTime. The researcher developed findings based on the qualitative analysis from the total sample population. The major qualitative findings consisted of the benefits, to include access, availability, accuracy and usefulness. The drawbacks consisted of ease of use, user concerns, and the inability to ask questions. In the analysis of the quantitative findings for the task requirements, focus group A was slightly different from the total population, with shopping having the highest mean (6.80%), followed by health, restaurants, e-mail and financial. The findings for the task requirements for focus group B, were similar to the total population, with e-mail and health having the highest means (1.60%), followed by restaurants and financial (equal), and shopping. The findings for the feature requirements for focus group A, were similar to the total population, with photos and reminders (6.80%), followed by camera, and FaceTime and contacts. The findings for the feature requirements for focus group B, were also similar to the total population and focus group A, with photos having the highest mean (1.80%), followed by reminders, and contacts, camera, and FaceTime (equal). In the analysis of the qualitative analysis for focus group A some of the benefits included availability and encouragement. For focus group B, some of the benefits included working at one\u27s own pace, and understandability of the device. The qualitative analysis for the total population findings for the benefits of a mobile device tutorial included access to a tutorial, availability, skill set for a tutorial, and usefulness. The main responses pertaining to why the respondent would use a mobile device include the device\u27s availability, ease to use, use at one\u27s leisure, and using the device at one\u27s own pace. In examining the qualitative findings for the two focus groups, the major areas for the benefits for focus group A, are similar to the total population. These areas include availability, encouragement, and listening to the tutorial several times. The major areas for focus group B, are similar to the total population and focus group A, to include listening to the tutorial several times. In exploring deeper into the focus groups\u27 responses, the participants addressed specific questions regarding the task and feature requirements. For the specific task or feature requirements for which a respondent would likely use a mobile device tutorial for assistance, focus group A\u27s responses were the features of FaceTime and the tasks of e-mail, photos, and contacts. Focus group B responses were the task requirement of health care and financial and feature requirements of camera and photos. The mixed method analysis supports the premise that older adults would desire instructions on the identified task and feature requirements for a mobile device tutorial. The recommendations of the research consisted of additional examination of collecting data across multiple senior activity centers, the Baby Boomer generation, and older adult computer classes. Designing a mock-up tutorial, using another mobile device, and the use of current Siri feature, are other possible research investigations. Lastly, the implications of the study, filled the gap regarding senior adults and mobile devices, by contributing to the research pertaining to mobile device tutorials that would accommodate older adults

    EXPLORING THE ACCESSIBILITY OF HOME-BASED, VOICE-CONTROLLED INTELLIGENT PERSONAL ASSISTANTS

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    From an accessibility perspective, home-based, voice-controlled intelligent personal assistants (IPAs) have the potential to greatly expand speech interaction beyond dictation and screenreader output. This research examines the accessibility of off-the-shelf IPAs (e.g., Amazon Echo) by conducting two exploratory studies. To explore the use of IPAs by people with disabilities, we analyzed 346 Amazon Echo reviews mentioning users with disabilities, followed by interviews with 16 visually impaired IPA users. Although some accessibility challenges exist, individuals with a range of disabilities are using IPAs, including unexpected uses such as speech therapy and memory aids. The second study involved a three-week deployment of Echo Dot, a popular IPA, with five older adults who use technology infrequently. Findings indicate preferences for using IPAs over traditional computing devices. We identify design implications to improve IPAs for this population. Both studies highlight issues of discoverability and the need for feature-rich voice-based applications. The findings of this research can inform future work on accessible voice-based IPAs

    The usability, acceptability, and satisfaction of a digital mental health tool for patients with breast and prostate cancer

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    The impact and use of digital health tools vary considerably among individuals dealing with somatic illnesses, such as cancer. This variability can be attributed to several factors, such as sociodemographic characteristics, baseline mental health, perception of the intervention’s usefulness, ease of use, and early engagement with the system. In this thesis, we aimed to examine the influence and interaction among these indicators on the usability, acceptability, satisfaction, and clinical effectiveness of a digital health tool in individuals with breast and prostate cancer. All studies were based on data from the NEVERMIND trial, a clinical randomized controlled trial that included patients with five different somatic illnesses. Our study included 255 participants (at baseline) who were diagnosed with breast or prostate cancer. Half of the participants (n=129) were allocated to the NEVERMIND system, whereas the other half (n=125) were allocated to the treatment as usual (control) group. Those in the NEVERMIND system group were involved in the use of the NEVERMIND digital health tool, comprising a mobile app and sensorized shirt (shirt), over a 12-week period. Data from baseline assessments and follow-ups at four and 12 weeks were used. The aim was to assess the usability, acceptability, and satisfaction of the NEVERMIND system, as well as the factors associated with these dimensions. This Ph.D. project also examined how usability and acceptability impacted the clinical effectiveness of the NEVERMIND system on depressive and stress symptoms. Study I. We investigated the association between baseline sociodemographic characteristics and usability assessed at four and 12 weeks of using the NEVERMIND system among 108 patients with breast and prostate cancer who received and used the system. The NEVERMIND system had good usability according to the usability questionnaires. Higher favourability of the mobile app was observed among women (breast cancer patients) compared to men (prostate cancer patients); however, men had significantly higher use of the overall system. Study II. The relationships between sex, education, baseline depressive and stress symptoms, perceived ease of use, perceived usefulness, and system usage at various stages were examined using Bayesian Structural Equation Modelling in a path analysis of 129 patients with breast and prostate cancer. Higher perceived usefulness and initial usage were associated with a higher level of usage at 12 weeks. The results indicated that a better understanding of the system’s benefits and early engagement were key drivers of its sustained use and clinical effectiveness in improving mental health outcomes. Study III. In a sample of 255 patients with breast and prostate cancer, we examined the relationship between the clinical effectiveness, usability, and acceptability of the NEVERMIND system when treating depressive and stress symptoms in patients with breast and prostate cancer. The results showed that patients in the NEVERMIND group had a greater reduction in depressive symptoms than those in the control group at the 12-week follow-up. The findings also showed that users who utilized the system for more than six weeks experienced a statistically significant decrease in both depressive symptoms and stress symptoms compared to those who used it for less than two weeks. Study IV. This study looked at the overall satisfaction of users (68 with breast cancer and 39 with prostate cancer) with the NEVERMIND system. Satisfaction was measured at four and 12 weeks using a one-item questionnaire with two open-ended follow-up questions about user experiences. An inductive and deductive thematic analysis was conducted by using the NEVERMIND system’s components as a sensitizing concept which was then refined and interpreted through the lens of Information Systems (IS) success model. The findings show that 68.24% of users rated the system as good or excellent at four weeks, with a slight decrease to 65.42% at 12 weeks. Three themes emerged from the thematic analysis: (1) Fostering Personal Agency and Motivation, (2) Engagement and Interaction Experiences, and (3) Content Quality and Relevance. Gender differences emerged in the prioritization of emotional support among female users and self-awareness among male users. The satisfaction and challenges faced by users underscore the importance of a user-centric approach that focuses on holistic well-being, user engagement, personalized content, and technical stability. This study also contributes to the broader literature by utilizing IS success model as a framework for interpreting user satisfaction. Conclusions. Higher levels of usability, acceptability, and satisfaction in the NEVERMIND system may contribute to improving the mental health outcomes of patients with breast and prostate cancer, both independently from each other, and even more so when high levels of engagement, acceptance, use, and satisfaction coexist. They emphasize the importance of perceived usefulness, initial engagement, and user-centric design in different components of the NEVERMIND system and confirms the multidimensionality of successful digital health tools implementation. Moreover, the notable differences in usability and preference between genders indicate that tailored and personalized strategies might serve as effective means to address diverse user needs. Taken together, these insights strengthen scientific evidence for healthcare experts and digital health innovators and developers, guiding them towards creating and designing digital health tools through user-centric and multi-domain approaches

    Study of the interaction of older adults with touchscreen

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    Utiliser une tablette ou un smartphone est désormais courant. Cependant, les effets de l'âge sur les capacités motrices nécessaires pour l'exécution des gestes d'interaction tactile n'ont pas été suffisamment pris en compte lors de la conception et de l'évaluation des systèmes interactifs, une des raisons qui a empêché l'inclusion numérique de ce groupe d'utilisateurs. L'objectif de cette thèse est d'étudier l'interaction des personnes âgées avec les écrans tactiles afin d'identifier des problèmes d'utilisabilité sur des supports variés (smartphone et tablette, doigt et stylet). Pour cette étude, nous avons conçu un système interactif constitué de jeux de type puzzle numérique tactiles, où le geste d'interaction drag-and-drop (glisser-déposer) est employé pour positionner les cibles. Dans ce contexte, une attention particulière a été portée à l'analyse des mouvements de l'utilisateur. L'analyse des postures du poignet durant l'interaction a permis d'élucider la relation entre les caractéristiques des mouvements des personnes âgées avec leurs performances, à savoir, des temps plus longs et une augmentation du nombre d'erreurs par rapport aux utilisateurs adultes plus jeunes. Prendre en compte la variabilité des capacités motrices des utilisateurs lors des phases de conception et évaluation des systèmes interactifs est nécessaire pour comprendre leurs difficultés et améliorer l'ergonomie et utilisabilité 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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