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[null,"1.","Record Nr.",null,"UNINA9910865248003321"]
[null,null,"Autore",null,"Liqing"]
[null,null,"Titolo",null,"Human Aspects of IT for the Aged Population : 10th International Conference, ITAP 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29–July 4, 2024, Proceedings, Part I / / edited by Qin Gao, Jia Zhou"]
[null,null,"Pubbl/distr/stampa",null,"Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024"]
[null,null,"ISBN",null,"9783031615436"]
[{"$nulls":4},"9783031615429"]
[null,null,"Edizione",null,"[1st ed. 2024.]"]
[null,null,"Descrizione fisica",null,"1 online resource (447 pages)"]
[null,null,"Collana",null,"Lecture Notes in Computer Science, , 1611-3349 ; ; 14725"]
[null,null,"Disciplina",null,"005.437"]
[{"$nulls":4},"004.019"]
[null,null,"Soggetti",null,"User interfaces (Computer systems)"]
[{"$nulls":4},"Human-computer interaction"]
[{"$nulls":4},"User Interfaces and Human Computer Interaction"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,"Nota di contenuto",null,"Intro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 10th International Conference on Human Aspects of IT for the Aged Population (ITAP 2024) -- HCI International 2025 Conference -- Contents - Part I -- Contents - Part II -- Designing for Older Adults -- Online Semi-structured Interviews to Better Capture Generational Media Actions: The Relevance of Relaxed, Participative and Reflexive Approaches -- 1 Introduction -- 2 Theoretical Overview -- 3 Methodological Approach -- 4 Online Interviewing in Relaxed, Participative, and Reflective Environments -- 4.1 Media Diaries as a Complement Capable of Capturing the Moment in Action -- 5 Conclusions and Future Research -- References -- Interaction Design of Elderly-Friendly Smartwatches: A Kano-AHP-QFD Theoretical Approach -- 1 Introduction -- 2 Research Methodology -- 3 Smartwatch Interaction Design Process Based on Kano Model, AHP and QFD Methods -- 3.1 Kano Model-Based Requirements Extraction and Classification for Elderly Users -- 3.2 Calculation and Analysis of Elderly User Requirement Weights Based on AHP Method -- 3.3 Design Element Analysis Based on QFD Method -- 4 Conceptual Design of Smartwatch "]
[{"$nulls":4},"Based on Kano, AHP, and QFD Models -- 4.1 Key Functional Requirements for Smartwatch Design in Elderly Users -- 4.2 Comfort and Affordability as Imperatives in Aging-Friendly Smartwatch Design -- 4.3 Optimizing User Satisfaction Through Aging-Friendly Smartwatch Interaction Design -- 5 Conclusions -- References -- Human Aspects of Gerontechnology: Comprehensive Analysis of 2015-2023 ITAP Conference Papers -- 1 Introduction -- 2 Methods -- 3 Results and Discussion -- 3.1 The Overview of ITAP Conference Papers -- 3.2 Scholars and Institutions of ITAP -- 3.3 Research Themes of ITAP."]
[{"$nulls":4},"4 Conclusion -- References -- Development and Evaluation of Embodied Metaphors for Exergame Design: Considering Older Adults' Bodily Experiences and Individual Perceptions -- 1 Introduction -- 2 Literature Review -- 3 Study 1: Development of Embodied Metaphors -- 3.1 Methods -- 3.2 Results of Study 1 -- 4 Study 2: Evaluation of Embodied Metaphors -- 4.1 Method -- 4.2 Results of Study 2 -- 5 Conclusion -- References -- Constructing a Multi-dimensional Social Compensation Design Scale for Older People Within the Framework of Social Media for Smart Homes -- 1 Introduction -- 2 Literature Review -- 2.1 Social Compensation -- 2.2 Two Key Elements of Social Compensation -- 3 Framework -- 3.1 Participants -- 3.2 Data Collection -- 4 Development of SCDS -- 4.1 Items Development Process -- 4.2 Expert Review -- 5 Exploration of SCDS -- 5.1 Participants -- 5.2 Reliability and Validity Analysis -- 5.3 Exploratory Factor Analysis (EFA) -- 6 Validation of SCDS -- 6.1 Participants -- 6.2 Confirmatory Factor Analysis (CFA) -- 7 Conclusion -- References -- It's not by Accident! It's by Design. Design Methods to Reach (Inter)generational Perspective -- 1 Introduction -- 2 Intergenerational Cooperation and Knowledge Transfer through Design Methods -- 3 The Case of YouNDigital Project -- 3.1 Young Users' Preliminary Feedback on the Web-Based Newsroom -- 4 Final Considerations -- References -- Accessible Interaction Design Strategies of Intelligent Products for the Elderly Based on AHP -- 1 Introduction -- 2 Research Background -- 2.1 Accessible Design Concept -- 2.2 Analytic Hierarchy Process -- 3 Analysis of Interaction Barriers for Aged -- 3.1 User Research and Analysis of Barriers -- 3.2 Summary of Interaction Barriers Analysis for Older Adults -- 3.3 Primary and Secondary Analysis of Degree of Influence of Interaction Barriers for Elderly."]
[{"$nulls":4},"4 Accessible Interaction Design Strategies -- 4.1 Interactive and Inclusive Design Under the Concept of Accessibility -- 4.2 Customized Interactive Interface Design with the Concept of Accessibility -- 4.3 Intimate Empathy in Interactive Contexts Under the Concept of Accessibility -- 5 Summary -- References -- Catering to Seniors: Guidelines for User-Driven Perceived Aging Adaptation in User Interface Design -- 1 Introduction -- 2 Research Methodology -- 3 Aging-Friendly User Interface Design Process Incorporating KANO, AHP and QFD Methods -- 3.1 Target User Requirements Extraction -- 3.2 KANO-Based User Requirement Attribute Classification -- 3.3 Calculation and Analysis of User Requirement Weights Based on AHP Method -- 3.4 Design Element Analysis Based on QFD Methods -- 4 Aging-Friendly User Interface Design Guideline -- 4.1 Font -- 4.2 Color -- 4.3 Sound -- 5 Conclusion -- References -- Gerontechnology Design: Navigating Pluralistic Value Conflicts -- 1 Introduction -- 2 Literature Review -- 2.1 Literature Review on Dilemma-Driven Design in System Design -- 2.2 Literature Review on Value-Sensitive Design -- 2.3 Research Status of Shanghai Community Self-service Sign Detection Equipment -- 3 Methodology -- 4 Findings and Analysis -- 5 Discussion -- References -- Older Adults' User Experience -- Activities "]
[{"$nulls":4},"to Encourage Older Adults' Skills in the Use of Digital Technologies on the Example of Multigenerational Houses in Germany -- 1 Introduction -- 2 Theoretical Framework -- 2.1 Digital Divide -- 2.2 Digital Inclusion -- 2.3 Importance of Digital Technologies for Older Adults -- 2.4 Multigenerational Houses -- 3 Motivation and Goal-Setting -- 3.1 Goal Setting -- 3.2 Research Questions -- 4 Method -- 5 Results -- 6 Discussion -- 7 Conclusion, Limitations, and Further Work -- References."]
[{"$nulls":4},"Between the Present and the Past: Using Card-Sorting and Biographical Approaches to Identify News Influencers' Media Habits -- 1 Introduction -- 2 Who is Relevant and When? Young People and Their Particular Way of Consuming News -- 3 A Biographical Approach that Calls for Memory and Nostalgia -- 4 Q-Sort as a Qualitative Strategy to Map Past and Present News Consumption -- 5 Research Design -- 6 Unlocking Biographical Insights: Asking Questions at the Right Time and Giving Them Space to Speak -- 7 Final Remarks -- References -- The Impact of Color in Phone Software Interfaces on the User Experience of the Elderly -- 1 Introduction -- 2 Method -- 2.1 Experimental Design -- 2.2 Participants -- 2.3 Experimental Materials -- 2.4 Experimental Equipment -- 2.5 Data Analysis -- 3 Results -- 4 Conclusions -- References -- Exploring Factors Influencing Visual Realism in Augmented Reality User Experience -- 1 Introduction -- 1.1 Research Background -- 1.2 Research Objective -- 2 Related Work -- 3 Method -- 3.1 Participants -- 3.2 Survey Instrument -- 3.3 Data Analysis -- 4 Results -- 4.1 Frequency Calculation Results -- 4.2 Chi-Square Test Results -- 5 Discussion -- 5.1 Discussion of Hypothesis 1 -- 5.2 Discussion of Hypothesis 2 -- 5.3 Implications and Future Directions -- 6 Conclusion -- References -- The Impact of Smartphone Fonts and Text Colors on Visual Recognition of the Elderly -- 1 Introduction -- 2 Literature Review -- 2.1 Elderly and Visual Theory -- 2.2 Application of Color System -- 3 Experimental Design -- 4 Results and Discussion -- 5 Conclusion -- References -- Optimization of Touch Active Area Size Based on Click Position Bias in Older Adults' Touchscreen Interaction -- 1 Introduction -- 2 Related Work -- 2.1 Touchscreens Might Be More Suitable for Older Users -- 2.2 Challenges in Clicking for Older Adults Using Indirect Input Devices."]
[{"$nulls":4},"2.3 Challenges in Clicking for Older Adults Using Direct Input Devices -- 3 Materials and Methods -- 3.1 Experimental Design -- 3.2 Participants -- 3.3 Experimental Prototype and Apparatus -- 3.4 Procedure -- 3.5 Data Visualization -- 4 Results -- 4.1 Demographics -- 4.2 Click Behavior -- 4.3 Click Position Bias Vector Field -- 4.4 Optimizing Touch Active Area Size Standards -- 5 Discussion -- 6 Conclusion -- References -- Older Adults' Digital Competences and User Behavior -- Digital Bulgarian Elderly People: Myth or Reality? -- 1 Introduction -- 2 Research Methods -- 3 Results -- 3.1 Older People and ICTs in the EU - Trends and Comparative Analysis -- 3.2 The Elderly and ICT in Bulgaria -- 3.3 Results of the Conducted Surveys -- 4 Discussion -- 5 Conclusion, Limitation, Implications for Future Research -- References -- Chatbots as Tools in Parent-Child Relationships -- 1 Introduction -- 2 Psychological Impacts of Each Feature of CT [12] -- 2.1 Method -- 2.2 Results -- 2.3 Discussion -- 3 A System to Improve Psychological Well-Being (CMBot) -- 3.1 Development Concept -- 3.2 CMBot -- 4 Evaluation of a System for Improving Psychological Well-Being (CMBot) -- 4.1 Evaluation Method -- 4.2 Experiment Result -- 5 Limitation -- 6 Conclusion -- References -- Game-Based Learning for Fostering Digital Literacy in Older Adults: An Intergenerational Approach -- 1 Introduction -- 1.1 "]
[{"$nulls":4},"Research Objectives -- 2 Background -- 2.1 Gaming and Ageing -- 2.2 Intergenerational Approaches, Lifelong Learning, and Digital Literacy -- 3 Method -- 3.1 Study Eligibility Criteria -- 3.2 Search Strategy -- 3.3 Study Selection Process -- 4 Data Extraction and Analysis -- 5 Results -- 5.1 GBL with Older Adults -- 5.2 Intergenerationally as an Intervention Path -- 6 Discussion -- 7 Conclusion -- References."]
[{"$nulls":4},"Game-Based Solutions for Impacting Digital Competences in Aged Populations: Insights from an Empathetic Workshop."]
[null,null,null,"Sommario/riassunto","This two-volume set LNCS 14725-14726 constitutes the thoroughly refereed proceedings of the 10th International Conference on Human Aspects of IT for the Aged Population (ITAP 2024), held as part of the 26th International Conference on Human-Computer Interaction, HCI International 2024 (HCII 2024), was held as a hybrid event in Washington DC, USA, during June/July 2024. The total of 1271 papers and 309 posters included in the HCII 2023 proceedings was carefully reviewed and selected from 5108 submissions. The ITAP 2024 conference offers a broad range of relevant disciplines and domains to exchange 1) research contributions on older people's abilities and competencies, needs and requirements, and attitudes and behavioral patterns in relation to IT use; 2) innovative ideas, practices, and experiences related to the design, operation, and evaluation of IT applications, systems, and services for older people."]