Difference: C-TOCLiteratureReview (3 vs. 4)

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C-TOC Lieterature Review

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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
 

[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
 

[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.
 
  • 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
 

[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
 

[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
 

[Kurniawan 06]

Kurniawan SH. An exploratory study of how older women use mobile phones. UbiComp 2006: Ubiquitous Computing. 2006:105–122. 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
 

[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
 

[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
 

Additional References (not presented)

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 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
  Contains a link to all papers submitted:
 
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