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Human aspects of IT for the aged population . Part II : supporting everyday life activities : 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)
Human aspects of IT for the aged population . Part II : supporting everyday life activities : 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]
Descrizione fisica 1 online resource (515 pages)
Disciplina 004.0846
Collana Lecture notes in computer science
Soggetto topico Computers and older people
ISBN 3-030-78111-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part II -- Contents - Part I -- Aging: Games and Leisure Activities -- The Belief in Health Benefits of Digital Play Modulates Physiological Responses to Games: A Repeated-Measures Quantitative Study of Game Stress in Older Adults Playing Different Game Genres -- 1 Introduction -- 2 Materials and Methods -- 2.1 Experimental Design and Data Collection -- 2.2 Statistical Analyses -- 3 Results -- 3.1 Demographic and Psychometric Characteristics of Participants with Respect to PA -- 3.2 The Relation Between PA of Health Benefits of Play and "Stress" Variables -- 3.3 The Relation Between Final SA of Desire to Re-play and "Stress" Variables -- 3.4 Predicting the Desire to Replay from Reflective and Reflexive, and Personal Variables -- 4 Discussion -- 4.1 Principle Findings -- 4.2 Implications for Digital Health Game Design -- 5 Conclusions, Limitations and Future Work -- References -- Designing a Somatosensory Interactive Game of Lower Extremity Muscle Rehabilitation for the Elderly -- 1 Introduction -- 2 Literature Review -- 2.1 Global Status -- 2.2 Degenerative Arthritis (DA) -- 2.3 SG and Muscle Strength Rehabilitation of Lower Limbs -- 3 Experimental Methodology -- 3.1 Game Flow Design -- 3.2 Usability for Elderly Persons -- 4 Results -- 4.1 Quantitative Analysis (Questionnaire Data) -- 4.2 Qualitative Analysis -- 5 Conclusion -- 5.1 Operational Interface -- 5.2 Software -- 5.3 Hardware -- References -- Tangible Chess for Dementia Patients - Playing with Conductive 3D Printed Figures on a Touchscreen -- 1 Introduction -- 2 Related Work -- 2.1 Flow Zone Model -- 2.2 Difficulty Level -- 2.3 Positive and Immediate Feedback -- 2.4 Assistance -- 2.5 Natural User Interface -- 3 Early Prototype -- 3.1 Pilot User Study -- 4 Advanced Prototype.
4.1 Chess Variant Analysis and Selection -- 4.2 Physical 3D Printed Chess Pieces -- 4.3 User Interface -- 4.4 Game Modes -- 5 Future Work -- 5.1 Game Modifications -- 5.2 Physical Pieces -- 5.3 Evaluation -- 6 Conclusion -- References -- Designing a Dementia-Informed, Accessible, Co-located Gaming Platform for Diverse Older Adults with Dementia, Family and Carers -- 1 Introduction -- 2 The Challenge to Support Older Adults with Dementia and Their Carers -- 3 The Promises of Digital Health, Activity and Gaming Technologies for OAD -- 4 Incorporating OAD in Technology Design -- 5 Pivoting with COVID-19: Best Practices for Remote Research with Diverse Older Adults -- 6 ABLE.Family: Intergenerational Gaming for Older Adults with Dementia and Carers -- 7 Fortifying an OAD-Friendly Human-Centered Design Approach -- 8 Pivoting from ABLE Music to ABLE.Family's Web-based Platform -- 9 A Disability and Crip-Informed Research Approach -- 10 Dementia, Crip and Accessibility-Informed, Intergenerational Game Design -- 11 Detailed Interface Review -- 12 Planning Future Iterations: Music, Matching and Dementia-Informed Movement Games -- 13 Future Machine Learning Approaches to Gesture and Game Design -- 14 Conclusion and the ABLE.Family Future -- References -- NEONEO Balance Ball: Designing an Intergenerational Interaction Exergame for In-home Balance Training -- 1 Introduction -- 2 Related Work -- 2.1 Balance Training Exergame for Older Adults -- 2.2 Intergenerational Communication Game -- 3 Prototype -- 3.1 Design Concept -- 3.2 Implementation -- 4 Experimental Design -- 4.1 Participants -- 4.2 Setup -- 4.3 Measurement -- 4.4 Procedure -- 5 Discussion and Conclusion -- References -- MEMORIDE: An Exergame Combined with Working Memory Training to Motivate Elderly with Mild Cognitive Impairment to Actively Participate in Rehabilitation -- 1 Introduction.
2 Related Works -- 3 Materials and Methods -- 3.1 User Research on Game Content -- 3.2 Exergame Design: MEMORIDE -- 3.3 Usability Evaluation -- 4 Results and Discussion -- 4.1 Interview Findings -- 5 Conclusion -- References -- Promoting Active Aging Through Location-Based Games: A Survey of Older Pokémon Go Players -- 1 Introduction -- 2 Methodology -- 2.1 Research Methodology -- 2.2 Data Collection Instruments -- 2.3 Ethical Issues -- 2.4 Participants -- 2.5 Procedure -- 3 Results -- 3.1 Characterization of Participants -- 3.2 Quantitative Analysis -- 3.3 Qualitative Analysis -- 4 Final Discussions and Considerations -- References -- Fostering Senior Community-Based Cyclotourism Using Transmedia: A Proposal -- 1 Introduction -- 2 Convergence Culture and Tourism -- 3 Senior Citizens and Cyclotourism -- 4 Participatory Culture and Transmedia: Adaptation and Replication -- 4.1 Proposal for Senior Cyclotourism -- 5 Final Considerations -- References -- A Goal Oriented Storytelling Model for Improvement of Health Game Experiences Among Older Adults -- 1 Introduction -- 1.1 Research Motivation -- 1.2 Research Problem: Age-Related Factors Forming Digital Barriers -- 1.3 Research Question: How Do We Shape a Positive Health Game Experience for Older Adults? -- 2 Components of the GSM Coaching Model -- 2.1 Familiarity -- 2.2 Goal Setting -- 2.3 Persuasion -- 2.4 Storytelling -- 2.5 Summary of the GSM -- 3 Phenomenological Study on the Health Game Experience Under GSM-Driven Coaching -- 3.1 Study Participants and Procedure -- 3.2 Phenomenological Approach to Evaluate the GSM -- 3.3 Results and Findings -- 3.4 Summary -- 4 Conclusion -- References -- A Brief Study on Excessive Online Game Playing Among Older Adults -- 1 Introduction -- 2 Literature Review -- 2.1 Excessive Game Playing -- 2.2 Motivations for Game Playing by the Elderly -- 3 Method.
3.1 Procedure -- 3.2 Measurements -- 3.3 Semi-structured Interview -- 4 Results -- 4.1 Game Experiences -- 4.2 Typical Excessive Game Playing Behaviors for Older Adults -- 4.3 Guidelines for Preventing Excessive Game Playing for Older Adults -- 5 Conclusions -- References -- ZhiTu: A Smartphone Photo Managing Application for the Elderly -- 1 Introduction -- 2 Related Works of Photo Managing Tools for the Elderly -- 3 Requirements Gathering -- 4 ZhiTu: A Smartphone Photo Managing Application for the Elderly -- 4.1 Organizing Structure -- 4.2 Seeking Paths -- 4.3 Sharing -- 4.4 Treatments of Special Photo Types -- 5 Evaluation -- 5.1 Method -- 5.2 Results -- 6 Discussion and Conclusion -- References -- Gamification Design of Health Apps for the Elderly Based on the Kano Model and Conjoint Analysis Method -- 1 Introduction -- 2 Methods -- 2.1 Confirming Attributes -- 2.2 Confirming Attribute Levels -- 2.3 Orthogonal Design -- 2.4 Questionnaire Design and Collection of Data -- 3 Results -- 3.1 Descriptive Analysis -- 3.2 Utility Value and Attribute Relative Importance Analysis -- 4 Discussion and Suggestion -- 4.1 Discussions -- 4.2 Suggestions -- 4.3 Conclusions -- References -- Supporting Health and Wellbeing -- DemSelf, A Mobile App for Self-administered Touch-Based Cognitive Screening: Participatory Design with Stakeholders -- 1 Introduction -- 2 Related Work -- 3 Methods -- 3.1 Participants -- 3.2 Procedure -- 3.3 Apparatus -- 4 Results -- 4.1 Usability -- 4.2 Adaption -- 4.3 Acceptance -- 5 Discussion -- 6 Conclusion -- References -- A Compact Automated Tablet Dispensing & -- Packaging System for Community Healthcare Facilities to Provide Unit Dose Repackaging Service -- 1 Introduction -- 2 Investigation and Analysis -- 2.1 Related Works -- 2.2 User Interview -- 3 Design and Implementation -- 3.1 Design Concept -- 3.2 System Implementation.
4 Usability Test -- 4.1 Performance Test -- 4.2 User Test in Lab -- 5 Discussion -- References -- A Conceptual Design and Research of Automatic Blood Sampling Device -- 1 Introduction -- 2 User Research -- 2.1 Observation -- 2.2 Interview -- 3 Design Process -- 3.1 User Journey Map -- 3.2 Human Body Data -- 3.3 Material Selection -- 4 Evaluation of Design -- 5 Conclusion -- References -- Visualizing Wellness: The Myant Skiin System Connected Life App -- 1 Introduction -- 2 Related Work -- 2.1 Wellness and mHealth Applications, Family Informatics -- 2.2 IT and Design for Older Users -- 3 Methodology -- 3.1 Process Overview -- 3.2 Visualization Interface Design Approach -- 4 Prototypes -- 5 Usability/Usefulness Testing Process -- 6 Overall Findings, Conclusion, and Next Steps -- 6.1 Usability Outcomes -- 6.2 Conclusions -- 6.3 Next Steps -- References -- Cognitive, Mental and Social Benefits of Online Non-native Language Programs for Healthy Older People -- 1 Introduction -- 2 Methods -- 3 Findings and Discussion -- 4 Conclusion -- References -- A Human-Machine Interaction Solution for Household Medical Furniture Design -- 1 Introduction -- 2 User Research -- 2.1 Observation -- 2.2 Interview -- 3 Design Process and Program Output -- 4 Performance Analysis -- 5 Conclusion -- References -- System Architecture and User Interface Design for a Human-Machine Interaction System for Dementia Intervention -- 1 Introduction -- 2 System Design -- 2.1 Architecture -- 2.2 Task Design -- 2.3 Wand Design -- 2.4 State Machine -- 2.5 Communication Layer -- 3 Testing -- 4 Results and Discussion -- 4.1 System Testing Results -- 4.2 Usability Results -- 4.3 Post Questionnaire Results -- 5 Conclusion -- References -- LifeSenior - A Health Monitoring IoT System Based on Deep Learning Architecture -- 1 Introduction -- 2 System Architecture -- 2.1 Wearable Device.
2.2 Sigfox Network and Backend.
Record Nr. UNINA-9910488726403321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Human aspects of IT for the aged population . Part II : supporting everyday life activities : 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)
Human aspects of IT for the aged population . Part II : supporting everyday life activities : 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]
Descrizione fisica 1 online resource (515 pages)
Disciplina 004.0846
Collana Lecture notes in computer science
Soggetto topico Computers and older people
ISBN 3-030-78111-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part II -- Contents - Part I -- Aging: Games and Leisure Activities -- The Belief in Health Benefits of Digital Play Modulates Physiological Responses to Games: A Repeated-Measures Quantitative Study of Game Stress in Older Adults Playing Different Game Genres -- 1 Introduction -- 2 Materials and Methods -- 2.1 Experimental Design and Data Collection -- 2.2 Statistical Analyses -- 3 Results -- 3.1 Demographic and Psychometric Characteristics of Participants with Respect to PA -- 3.2 The Relation Between PA of Health Benefits of Play and "Stress" Variables -- 3.3 The Relation Between Final SA of Desire to Re-play and "Stress" Variables -- 3.4 Predicting the Desire to Replay from Reflective and Reflexive, and Personal Variables -- 4 Discussion -- 4.1 Principle Findings -- 4.2 Implications for Digital Health Game Design -- 5 Conclusions, Limitations and Future Work -- References -- Designing a Somatosensory Interactive Game of Lower Extremity Muscle Rehabilitation for the Elderly -- 1 Introduction -- 2 Literature Review -- 2.1 Global Status -- 2.2 Degenerative Arthritis (DA) -- 2.3 SG and Muscle Strength Rehabilitation of Lower Limbs -- 3 Experimental Methodology -- 3.1 Game Flow Design -- 3.2 Usability for Elderly Persons -- 4 Results -- 4.1 Quantitative Analysis (Questionnaire Data) -- 4.2 Qualitative Analysis -- 5 Conclusion -- 5.1 Operational Interface -- 5.2 Software -- 5.3 Hardware -- References -- Tangible Chess for Dementia Patients - Playing with Conductive 3D Printed Figures on a Touchscreen -- 1 Introduction -- 2 Related Work -- 2.1 Flow Zone Model -- 2.2 Difficulty Level -- 2.3 Positive and Immediate Feedback -- 2.4 Assistance -- 2.5 Natural User Interface -- 3 Early Prototype -- 3.1 Pilot User Study -- 4 Advanced Prototype.
4.1 Chess Variant Analysis and Selection -- 4.2 Physical 3D Printed Chess Pieces -- 4.3 User Interface -- 4.4 Game Modes -- 5 Future Work -- 5.1 Game Modifications -- 5.2 Physical Pieces -- 5.3 Evaluation -- 6 Conclusion -- References -- Designing a Dementia-Informed, Accessible, Co-located Gaming Platform for Diverse Older Adults with Dementia, Family and Carers -- 1 Introduction -- 2 The Challenge to Support Older Adults with Dementia and Their Carers -- 3 The Promises of Digital Health, Activity and Gaming Technologies for OAD -- 4 Incorporating OAD in Technology Design -- 5 Pivoting with COVID-19: Best Practices for Remote Research with Diverse Older Adults -- 6 ABLE.Family: Intergenerational Gaming for Older Adults with Dementia and Carers -- 7 Fortifying an OAD-Friendly Human-Centered Design Approach -- 8 Pivoting from ABLE Music to ABLE.Family's Web-based Platform -- 9 A Disability and Crip-Informed Research Approach -- 10 Dementia, Crip and Accessibility-Informed, Intergenerational Game Design -- 11 Detailed Interface Review -- 12 Planning Future Iterations: Music, Matching and Dementia-Informed Movement Games -- 13 Future Machine Learning Approaches to Gesture and Game Design -- 14 Conclusion and the ABLE.Family Future -- References -- NEONEO Balance Ball: Designing an Intergenerational Interaction Exergame for In-home Balance Training -- 1 Introduction -- 2 Related Work -- 2.1 Balance Training Exergame for Older Adults -- 2.2 Intergenerational Communication Game -- 3 Prototype -- 3.1 Design Concept -- 3.2 Implementation -- 4 Experimental Design -- 4.1 Participants -- 4.2 Setup -- 4.3 Measurement -- 4.4 Procedure -- 5 Discussion and Conclusion -- References -- MEMORIDE: An Exergame Combined with Working Memory Training to Motivate Elderly with Mild Cognitive Impairment to Actively Participate in Rehabilitation -- 1 Introduction.
2 Related Works -- 3 Materials and Methods -- 3.1 User Research on Game Content -- 3.2 Exergame Design: MEMORIDE -- 3.3 Usability Evaluation -- 4 Results and Discussion -- 4.1 Interview Findings -- 5 Conclusion -- References -- Promoting Active Aging Through Location-Based Games: A Survey of Older Pokémon Go Players -- 1 Introduction -- 2 Methodology -- 2.1 Research Methodology -- 2.2 Data Collection Instruments -- 2.3 Ethical Issues -- 2.4 Participants -- 2.5 Procedure -- 3 Results -- 3.1 Characterization of Participants -- 3.2 Quantitative Analysis -- 3.3 Qualitative Analysis -- 4 Final Discussions and Considerations -- References -- Fostering Senior Community-Based Cyclotourism Using Transmedia: A Proposal -- 1 Introduction -- 2 Convergence Culture and Tourism -- 3 Senior Citizens and Cyclotourism -- 4 Participatory Culture and Transmedia: Adaptation and Replication -- 4.1 Proposal for Senior Cyclotourism -- 5 Final Considerations -- References -- A Goal Oriented Storytelling Model for Improvement of Health Game Experiences Among Older Adults -- 1 Introduction -- 1.1 Research Motivation -- 1.2 Research Problem: Age-Related Factors Forming Digital Barriers -- 1.3 Research Question: How Do We Shape a Positive Health Game Experience for Older Adults? -- 2 Components of the GSM Coaching Model -- 2.1 Familiarity -- 2.2 Goal Setting -- 2.3 Persuasion -- 2.4 Storytelling -- 2.5 Summary of the GSM -- 3 Phenomenological Study on the Health Game Experience Under GSM-Driven Coaching -- 3.1 Study Participants and Procedure -- 3.2 Phenomenological Approach to Evaluate the GSM -- 3.3 Results and Findings -- 3.4 Summary -- 4 Conclusion -- References -- A Brief Study on Excessive Online Game Playing Among Older Adults -- 1 Introduction -- 2 Literature Review -- 2.1 Excessive Game Playing -- 2.2 Motivations for Game Playing by the Elderly -- 3 Method.
3.1 Procedure -- 3.2 Measurements -- 3.3 Semi-structured Interview -- 4 Results -- 4.1 Game Experiences -- 4.2 Typical Excessive Game Playing Behaviors for Older Adults -- 4.3 Guidelines for Preventing Excessive Game Playing for Older Adults -- 5 Conclusions -- References -- ZhiTu: A Smartphone Photo Managing Application for the Elderly -- 1 Introduction -- 2 Related Works of Photo Managing Tools for the Elderly -- 3 Requirements Gathering -- 4 ZhiTu: A Smartphone Photo Managing Application for the Elderly -- 4.1 Organizing Structure -- 4.2 Seeking Paths -- 4.3 Sharing -- 4.4 Treatments of Special Photo Types -- 5 Evaluation -- 5.1 Method -- 5.2 Results -- 6 Discussion and Conclusion -- References -- Gamification Design of Health Apps for the Elderly Based on the Kano Model and Conjoint Analysis Method -- 1 Introduction -- 2 Methods -- 2.1 Confirming Attributes -- 2.2 Confirming Attribute Levels -- 2.3 Orthogonal Design -- 2.4 Questionnaire Design and Collection of Data -- 3 Results -- 3.1 Descriptive Analysis -- 3.2 Utility Value and Attribute Relative Importance Analysis -- 4 Discussion and Suggestion -- 4.1 Discussions -- 4.2 Suggestions -- 4.3 Conclusions -- References -- Supporting Health and Wellbeing -- DemSelf, A Mobile App for Self-administered Touch-Based Cognitive Screening: Participatory Design with Stakeholders -- 1 Introduction -- 2 Related Work -- 3 Methods -- 3.1 Participants -- 3.2 Procedure -- 3.3 Apparatus -- 4 Results -- 4.1 Usability -- 4.2 Adaption -- 4.3 Acceptance -- 5 Discussion -- 6 Conclusion -- References -- A Compact Automated Tablet Dispensing & -- Packaging System for Community Healthcare Facilities to Provide Unit Dose Repackaging Service -- 1 Introduction -- 2 Investigation and Analysis -- 2.1 Related Works -- 2.2 User Interview -- 3 Design and Implementation -- 3.1 Design Concept -- 3.2 System Implementation.
4 Usability Test -- 4.1 Performance Test -- 4.2 User Test in Lab -- 5 Discussion -- References -- A Conceptual Design and Research of Automatic Blood Sampling Device -- 1 Introduction -- 2 User Research -- 2.1 Observation -- 2.2 Interview -- 3 Design Process -- 3.1 User Journey Map -- 3.2 Human Body Data -- 3.3 Material Selection -- 4 Evaluation of Design -- 5 Conclusion -- References -- Visualizing Wellness: The Myant Skiin System Connected Life App -- 1 Introduction -- 2 Related Work -- 2.1 Wellness and mHealth Applications, Family Informatics -- 2.2 IT and Design for Older Users -- 3 Methodology -- 3.1 Process Overview -- 3.2 Visualization Interface Design Approach -- 4 Prototypes -- 5 Usability/Usefulness Testing Process -- 6 Overall Findings, Conclusion, and Next Steps -- 6.1 Usability Outcomes -- 6.2 Conclusions -- 6.3 Next Steps -- References -- Cognitive, Mental and Social Benefits of Online Non-native Language Programs for Healthy Older People -- 1 Introduction -- 2 Methods -- 3 Findings and Discussion -- 4 Conclusion -- References -- A Human-Machine Interaction Solution for Household Medical Furniture Design -- 1 Introduction -- 2 User Research -- 2.1 Observation -- 2.2 Interview -- 3 Design Process and Program Output -- 4 Performance Analysis -- 5 Conclusion -- References -- System Architecture and User Interface Design for a Human-Machine Interaction System for Dementia Intervention -- 1 Introduction -- 2 System Design -- 2.1 Architecture -- 2.2 Task Design -- 2.3 Wand Design -- 2.4 State Machine -- 2.5 Communication Layer -- 3 Testing -- 4 Results and Discussion -- 4.1 System Testing Results -- 4.2 Usability Results -- 4.3 Post Questionnaire Results -- 5 Conclusion -- References -- LifeSenior - A Health Monitoring IoT System Based on Deep Learning Architecture -- 1 Introduction -- 2 System Architecture -- 2.1 Wearable Device.
2.2 Sigfox Network and Backend.
Record Nr. UNISA-996464409303316
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
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)
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]
Descrizione fisica 1 online resource (490 pages)
Disciplina 004.0846
Collana Lecture notes in computer science
Soggetto topico Computers and older people
ISBN 3-030-78108-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
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.
Record Nr. UNINA-9910488726603321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
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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)
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]
Descrizione fisica 1 online resource (490 pages)
Disciplina 004.0846
Collana Lecture notes in computer science
Soggetto topico Computers and older people
ISBN 3-030-78108-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
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.
Record Nr. UNISA-996464408603316
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
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