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< < | C-TOC Lieterature Review |
> > | C-TOC Literature Review |
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- Abstract: UCD for non-traditional player groups such as senior citizens result in inspiring and creative game concepts based on the passions of elderly individuals.
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- passion model: core activity + connect, cultivate, contribute
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- passion model: core activity + connect, cultivate, contribute - model of passions in elderly life
- focus on more than gameplay - cultivating personal growth, contributing to society, connecting people (ensure meaningful play)
- co-design of game concepts for passions and desires of seniors
- UCD in games - non-traditional player group - assessing playability in social games - incorporating ethnography and participatory design
- PD: brainstorm around a conceptual story and passions - co-designed into paper prototype + concept
- less important: playing cards, puzzles, TV
- passions: people, event planning, visiting/travel, dinner, walking, cultivating knowledge, attending guest lectures, reading non-fiction, attending workshops, watching grandchildren, organising and visiting isolated/non-mobile people
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[Dix 04] |
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- Abstract: Chapter on designing for diversity, section on designing for different age groups. Some high-level design guidelines and practices for designing for older users.
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- no evidence of technophobia among older users
- more leisure time, disposable income, more independence in recent years (improved elder health)
- familiarity an issue - terminology may have different meanings
- make use of redundancy, accessibility
- clear, simple, forgiving or errors, sympathetic and relevant training
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| [Eisma 03]
Eisma R, Dickinson A, Goodman J, et al. Mutual inspiration in the development of new technology for older people. In: Proceedings of Include.Vol 7. Citeseer; 2003. Available at: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.107.5588&rep=rep1&type=pdf . |
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- Abstract: Presents design guidelines for working with older users and concept of mutual inspiration. Discusses value of hand-on activities.
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- early involvement, common ground, encourage discussion, focus group atmosphere, hands-on activities / workshops - build confidence, social support
- more general than participatory design
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Abstract: Presents design guidelines for working with older users and concept of mutual inspiration. Discusses value of hand-on activities. |
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- address the worries and fears of older users, but do not patronise
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[Eisma 04] |
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- Abstract: Methodology for early user involvement; generation of seminars regarding older users for industry.
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- communicating with industry - lack of interest - reluctant to consider older users, treated them as homogenous group
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- communicating with industry - lack of interest - reluctant to consider older users, treated them as homogenous group - no subdivision of the demographic
- HCI/UCD does not address problems for eliciting requirements for ICT for older users; HCI methods focus on req's for specific products / projects, but not when product has not yet been developed
- contacting older users possible through charity orgs, educational establishments, community orgs, sheltered housing, church groups, social clubs, day centres - maintain and extend relationship - personal visits and newsletters
- use carefully worded questionnaires, standardised UCD process
- allow for a focus-group atmosphere (aids in individuals' lack of confidence)
- social workshops - incorporate games, chatting, group interviews
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[Harley 09] |
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- Q: problems facing elderly people (non-health related)
- A: social isolation, social support + companionship, loss of loved ones and peers due due death / loss of mobility, families growing distant, economic migration, existing intergenerational communication tools (familiarity issues)
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- considering intergenerational context for design
- social isolation, social support + companionship, greater social networks - protective influence against mortality
- decline in mobility - families distant due to economic migration
- fastest growing user group online
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[Kurniawan 06]
Kurniawan SH. An exploratory study of how older women use mobile phones. UbiComp 2006: Ubiquitous Computing. 2006:105â122. Available at: http://www.springerlink.com/index/R7G4V0145304J187.pdf . |
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- Abstract: Guidleines established by group of HCI experts. Senior-targeted websites reviewed using heuristic evaluation and new guidelines. A review of new guidelines with senior web-users.
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- Abstract: Guidleines established by group of senior users HCI experts. Senior-targeted websites reviewed using heuristic evaluation and new guidelines. A review of new guidelines with senior web-users.
- older users using the web more: socialisation, new skill acquisition, special interests, news, personal finances, online companionship, shopping, communicating, assisting the homebound or otherwise disabled
- categories of guidelines: vision, psychomotor, attention, memory and learning, intelligence and expertise
- 38 guidelines under 11 headings: target design, graphics, navigation, browser features, layout of control, links, user cognitive design, colour and background text design, search engine feedback,
- user evaluation of guidelines + website rating
- conclusions: guidelines too general, not specific enough, but nevertheless implications for web developers
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[Massimi 07] |
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- Abstract: Presentation paper. Presents list of considerations for design of mobile phones for older users. Also presents considerations for participatory design for ICT with seniors.
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- participants want a variety of functions and applications - hardware often frustrating
- by 2050, 21% of population > 60
- "senior-friendly" - decreased sensorimotor skills, reduction in complexity and functionality (oversimplified - appropriate for dementia)
- discourage hasty, single-function, re-purposed solutions
- applications: way-finding, memory aids, keyboard/mouse alternatives
- implications for legibility - macular degeneration a reality
- guided participatory activities - software design (needs analysis, requirements engineering, paper prototypes), needs analysis (mobile phone critiques, scenario-based design)
- critical comments on form factor, interaction styles, aesthetics, undesirable features
- personal organiser and memory aid - develop own phone software / main-menu redesign
- results: function areas: calendar, address book, notebook, how-to-use-this-phone, reminder alarm, games, emergency
- results: hardware: large buttons, screen/text size + brightness, grip, selection mechanism, jog wheel, weight, hearing aid compatibility
- user tests / deployment: placing / receiving calls, notes, calendar, contacts, photographs, voice recorder
- participatory design considerations: provide alternative activities, subgroups to level out individual differences and deficits, minimise cross-talk, participation as an institutional affair, activity structure, speed up / slow down as necessary, blend individual + group sessions
- design considerations: eliminate side/rear buttons, avoid soft keys - form appropriate mental models, home state button, human support networks, several input modalities, avoid modifiers, personal data structures, no slide-out, naming conventions,
- discussion: design for "us" rather than for "me" or "them" - less homogenous
- limitations: may not generalise well, not guidelines but considerations - need more testing, seniors are better critics, hardware design, accessible software, lack of creativity during design (learning rather than creating)
- conclusion: support memory to promote autonomous living
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| [Zajicek 04]
Zajicek M. Successful and available: interface design exemplars for older users. Interacting with Computers. 2004;16(3):411-430. Available at: http://linkinghub.elsevier.com/retrieve/pii/S0953543804000402 . |
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- web voice kiosk case study
- pattern language for message types
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- web applications - 1st source of info: bus schedules, council collections, doctor/hospital appts.
- diversity among older users - variability w/ age - dynamic diversity
- older people ineffective when contributing to new technologies - unaware or possibilities
- design patterns for older users - pattern language - message types: confirmatory / default / explanation
- case study / limitations of guidelines - voice output web browser - mixed mode text + speech - evaluate usefulness of spoken instructions (voice help) - confirmatory messages to build confidence / conceptual models; what is optimal message length?
- guidelines:
- keep messages as short as possible
- reduce choice whenever possible
- use mnemonic letters to indicate key press menu selections
- insert confirmatory statements whenever possible
- web accessibility exemplifies dilemma inherent in use of guidelines
- task artefact theory + claims / patterns - claims preserve info surrounding a guideline essential elements of good interface in terms of task to be completed, artefact/system or claim based on experiment or theory - encapsulate design knowledge into patterns - describing an element of design + how/why it is used - used together to enhance effectiveness; memory-supporting patterns
- features specially designed to make interaction easier for older people will be useful for everybody - greater universal usability - user sensitive inclusive design
- types of messages: menu choice, confirmatory, default input, context-sensitive help, talk-through, explanation, error recovery, partitioned input
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Additional References (not presented) |
| Brewster, S., & Zajicek, M. A new research agenda for older adults. Worksop held at HCI2002, South Bank University (2002). http://www.dcs.gla.ac.uk/~stephen/workshops/utopia/index.shtml (accessed Oct 2009).
- Abstract: A workshop to establish research questions and consideration when designing ICT for older adults.
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- motivation: increased life expectancy in developed nations: 2021 - 78 M / 83 F, 2050 - 79 M / 84 F
- topics: social inclusion, lifestyle, user group, modelling, system design paradigm, unifying strands in interfaces / applications, age-related impairments, design guidelines, differences from universal design
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Contains a link to all papers submitted: |