1.

Record Nr.

UNISA996464408603316

Titolo

Human aspects of IT for the aged population . Part I : technology design and acceptance : 7th International Conference, ITAP 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, proceedings / / Qin Gao, Jia Zhou (editors)

Pubbl/distr/stampa

Cham, Switzerland : , : Springer, , [2021]

©2021

ISBN

3-030-78108-9

Descrizione fisica

1 online resource (490 pages)

Collana

Lecture notes in computer science ; ; Volume 12786

Disciplina

004.0846

Soggetti

Computers and older people

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part I -- Contents - Part II -- Designing for and with Older Users -- Elderly, ICTs and Qualitative Research: Some Methodological Reflections -- 1 Introduction and Objectives -- 2 The Combination of Quantitative and Qualitative Research: Active Ageing and the Role of ICTs (2013-2014) -- 2.1 Structure of the General Research -- 2.2 Quantitative Research -- 2.3 Qualitative Research: In-Depth Interviews -- 3 An International Qualitative Research: Grannies on the Net (2017) -- 3.1 The General Research Structure -- 3.2 Qualitative Research: Focus Groups -- 4 Harvest - Castel Del Monte (2020) -- 4.1 Structure of the General Research -- 4.2 Constructing the Research Object -- 4.3 Constructing the Interview Outline -- 4.4 Advantages of Flexibility -- 5 What's Next: Concluding Remarks for Future Research -- References -- Exploring User Opinion on the Benefits of Cognitive Games Through an Online Walkthrough and Interview -- 1 Introduction -- 2 Background -- 2.1 Dementia, Persuasive and Serious Gaming -- 2.2 Motivation and Engagement -- 2.3 Perceptions About Cognitive Screening -- 3 Method -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- Review of Remote Usability Methods for Aging in Place Technologies -- 1 Introduction -- 2 Usability Evaluation for Aging in Place Technologies



-- 2.1 Methods of Usability and User Experience Analysis -- 2.2 Remote Usability Testing Methods -- 2.3 Methods Commonly Used for Remote Usability Testing -- 3 Remote Usability Testing for Aging In Place Technologies -- 3.1 Challenges and Limitations for Evaluation of Home Health Monitoring Technology with Older Adults -- 3.2 Challenges with Usability Testing for Home Health Monitoring Technologies During the Pandemic.

3.3 Technology Acceptance Research for Virtual Care and Home Health Monitoring During the Pandemic -- 4 Conclusions - Research and Technology Development Opportunities -- References -- Application of Sustainability Design Method for Well-Being Design -- 1 Introduction -- 2 Ancillary Products for the Elderly -- 2.1 Development Trend of Assistive Devices for the Elderly -- 2.2 China's Aging Characteristics and Product Demand -- 3 Design Process of Auxiliary Bath Apparatus for Heavy Impaired Elderly -- 3.1 Case Study on the Product Development of Elderly Bath Auxiliary -- 3.2 Programme Evaluation and Decision-Making -- 3.3 Evaluation Objective Tree -- 4 Product Design Evaluation of Bath Accessories -- 4.1 Setting Evaluation Objectives -- 5 Conclusion -- References -- Co-designing with Senior Citizens: A Systematic Literature Review -- 1 Introduction -- 1.1 Co-design Definition and Domain -- 2 Method -- 2.1 Literature Search -- 2.2 Data Extraction and Management -- 2.3 Risk of Bias -- 3 Results -- 4 Discussion -- 5 Conclusions -- References -- Design for Ageing in Place in Isolated Contexts: A Methods Literature Review -- 1 Introduction -- 1.1 Healthy Ageing -- 1.2 Wellbeing and the Built Environment -- 2 Background -- 2.1 Alternatives for Ageing in Place -- 2.2 Remote and Isolated Contexts -- 2.3 Best Practices and Local Considerations -- 2.4 Usability at Home -- 2.5 Human-Centered Design -- 3 Methodology -- 4 Results -- 5 Conclusion -- References -- Older Adults "Jump" into coDesiging a Digital Game: A Field Study -- 1 Introduction -- 2 CoDesigning JUMP -- 3 Method -- 3.1 Preparing the Involvement of End-Users -- 3.2 Recruitment of Participants -- 3.3 CoDesign Sessions -- 3.4 Session 'Sense of Security' -- 3.5 Session 'Participation in Society' -- 4 Practices for CoDesigning a Digital Game on Security and Social Participation -- 5 Final Considerations.

References -- Expansion of Design Thinking Method: A Case Study of a Senior-Friendly Online Survey System -- 1 Introduction -- 2 Background -- 2.1 Design for the Elderly Users -- 2.2 Design Thinking Method -- 3 Method -- 3.1 The Case of the LELEHO Online Survey -- 3.2 Design Process and Analysis -- 4 Challenges and Strategies of Senior-Friendly Design Projects -- 4.1 Start with Empathy -- 4.2 Comprehensive Consideration of Design Contents -- 5 Discussion: Expansion of Design Thinking Methods -- 6 Conclusion -- References -- Designing Local Assessment Workshops and Web-Mobile Applications for Facilitating the Workshop -- 1 Introduction -- 2 Related Work -- 3 Framework to Design Workshop and Support Application -- 4 Case Study -- 4.1 Design of a Field Assessment Workshop and a Supporting Application -- 4.2 Developed Applications -- 5 Workshop Procedure and Acquired Data -- 6 Results and Discussion -- 7 Conclusion and Future Work -- References -- Interface Adaption to Elderly Users: Effects of Icon Styles and Semantic Distance -- 1 Introduction -- 1.1 Problems Encountered by Elderly Users of Smart Devices -- 1.2 Influence of Icon Design on User Experience -- 1.3 A Gradually Blurred Boundary Between Flat and Skeuomorphic Design -- 2 Method -- 2.1 Preparation of Testing Icons -- 2.2 Participants -- 2.3 Design of Experiment -- 2.4 Interview -- 3 Results and Discussion -- 3.1 Performance -- 3.2 Preference -- 3.3 Interview



-- 4 Conclusion -- References -- Technology Acceptance and User Experience Studies -- Determining Possible Risks of Introducing Socially Assistive Robots with Mobility Functions to Aged Care Facilities -- 1 Introduction -- 2 Method -- 2.1 SAR -- 2.2 Risk Assessment -- 2.3 Interviews with Aged Care Facilities -- 2.4 Results -- 3 Formulation of Risk Assessment -- 4 Conclusion -- References.

Older People as Early Adopters and Their Unexpected and Innovative Use of New Technologies: Deviating from Technology Companies' Scripts -- 1 Introduction -- 2 Method -- 3 Cases -- 3.1 E-bike -- 3.2 The Dynamics of Deliberate Missed Calls in Barcelona -- 3.3 Stimulating Innovative Practices for Older People by the Leyden Academy on Vitality and Ageing -- 4 Conclusions and Implications for Future Innovative Practices -- References -- Remote User Testing for an Age-Friendly Interface Design for Smart Homes -- 1 Introduction -- 2 Methodology -- 2.1 Participants -- 2.2 Procedure -- 3 Results and Discussion -- 4 Conclusions and Future Work -- References -- An Empirical Study on the Elderly Visual Pleasure Experience Design Elements Based on Perceptual Cognitive Characteristics Measure and Analysis -- 1 Introduction -- 1.1 The Growth of the Elderly Population -- 1.2 Visual Degenerative Changes in the Elderly -- 1.3 Experience Barriers in Product Design for the Elderly -- 1.4 For the Lack of Visual Testing Tools for the Elderly -- 2 Research Design -- 2.1 Research Methods -- 2.2 Participants -- 2.3 Test Tool Development -- 2.4 Test Steps -- 2.5 Pilot Testing -- 3 Data Collection and Analysis -- 3.1 Data Collection -- 3.2 Color -- 3.3 Text -- 3.4 Graphics -- 3.5 Typographic -- 3.6 Comprehensive -- 4 Propose for the Elderly Visual Pleasure Experience Design Elements -- 4.1 Color Strategy -- 4.2 Text Strategy -- 4.3 Graphics Strategy -- 4.4 Typographic -- 4.5 Comprehensive Strategy -- 5 Conclusions and Recommendations -- References -- Lesson Learned from the Cases Utilizing Information Systems in Support Sites for Seniors in Japan -- 1 Introduction -- 2 Method -- 3 Findings -- 3.1 Support Needs by ICTs -- 3.2 Information-Sharing ICT Systems in the Corporations -- 3.3 Using Monitoring IoTs on Workshop for Seniors -- 3.4 General Discussion.

4 Summary and Future Work -- References -- Numeric Keypads or Character Keyboards for Numeric Entries on Surveys and Forms: Surprising Results from Older Adults Using Mobile Devices -- 1 Introduction -- 2 Methods -- 2.1 Participants -- 2.2 Data Collection -- 2.3 Study Design -- 2.4 Analytic Strategy -- 3 Results -- 3.1 Accuracy -- 3.2 Efficiency -- 3.3 Satisfaction -- 3.4 Preference -- 4 Discussion -- 5 Conclusion, Limitations, and Implications for Future Research -- References -- The Impact of Ageism on the E-Leisure of Older People in Chile -- 1 Introduction -- 1.1 Benefits of Leisure in the Older Population -- 1.2 E-Leisure in the Older Population -- 1.3 Self-efficacy and E-Leisure -- 1.4 Ageism and E-Leisure -- 2 Methodology -- 2.1 Sample and Procedures -- 2.2 Measures -- 2.3 Data Analysis -- 3 Results -- 3.1 Sample Characteristics -- 3.2 E-Leisure in the Older Population -- 3.3 The Relationship Between Ageism and E-Leisure with Self-efficacy as a Mediator -- 4 Discussion -- References -- Effects of Text Simplification on Reading Behavior of Older and Younger Users -- 1 Introduction -- 2 Background -- 3 Methodology -- 3.1 Areas of Interest (AOIs) -- 3.2 Participants and Design -- 3.3 Data Collection and Preparation -- 4 Data Analysis -- 4.1 Perceived Difficulty -- 4.2 Viewing Behavior -- 5 Discussion -- 6 Study Limitations and Future Study -- 7 Contribution -- References -- A Prospective Study of Haptic Feedback Method on a Lower-Extremity Exoskeleton -- 1 Introduction -- 2 Methods -- 2.1 Subjects -- 2.2 Materials and Equipment -- 2.3 Procedure -- 2.4 Data Collection



and Analysis -- 3 Results -- 4 Conclusions -- References -- Understanding the Acceptance of Robo-Advisors: Towards a Hierarchical Model Integrated Product Features and User Perceptions -- 1 Introduction -- 2 Related Work -- 2.1 Factors Affecting Technology Acceptance.

2.2 Factors Affecting Robot Acceptance.