Presentation by Vesna Dolničar and Edwin Mermans during the session 'Smart engagement for smart solutions: innovative methods of involving users in developing ICT for AAL' (Vesna Dolničar and Edwin Mermans) - AAL Forum 2015
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Smart engagement for smart solutions: innovative methods of involving users in developing ICT for active and healthy ageing
1. Smart engagement for smart solutions:
innovative methods of involving users in
developing ICT for active and healthy ageing
Vesna Dolničar & Edwin Mermans
AAL Forum Gent, 23 September 2015
2. A project about the use of mobile phones in the aging
society
Mobile Aging (m-aging.si)
02
3. ATs integrated in smartphones great opportunity for improving AHA, but low
acceptance
PROBLEM
Two reasons for low acceptance:
• Misunderstanding of older adults’ needs.
• Lack of age-friendly design.
Adaptation of smartphone UI usability design guidelines
Better integration of ATs in the smartphones launchers
4. To identify, evaluate and redesign…
PROJECT AIMS
User-friendly smartphone apps…
… that meet older people's social and
personal needs as well as generate
positive expectations in terms of their
quality of life.
5. OUTCOMES
Development of a
paper prototype of
optimal mobile app &
its evaluation.
Prototyping
Benchmarking and
usability analysis of
existing launchers with
ATs.
Usability
• Personal
characteristics.
• UI & functionalities
of smartphones.
• Social environment.
Acceptance factors
6. rich insights into the usability issues of smartphone launchers with ATs
INTEGRATION
• Call history feature is important.
• Difficulties with filling out forms.
• Appropriate fonts, big buttons…
good for error prevention.
Results
Results
• 17 launchers with ATs
evaluated.
Heuristic evaluation (experts)
• Active participation and
think-aloud procedures.
• Insight into the behavior
and mental models of
end users.
Usability tests (end-users)
• Cognition, content, dexterity,
navigation, perception, visual
design.
7. How do we motivate
older users to commit
to the intensive
research and the
usability tests?
WHAT‘S IN IT FOR ME?
15. How do we…:
take away
ignorance and
prejudices about
the elderly adults
and technology..?
16.
17. Frank: "How can we get rid of/take away
stereotypes and prejudices about elderly
adults and technology?"
18. I tweet all the
time!!!
In the UK someone is diagnosed with
dementia every 3 minutes
They are our resource. An app by
them, for them, for their carers
20. Students & early user
centric involvement
Bandcizer
Making home rehabilitation fun through gaming with an app
Touch & Play
Evaluating a game application for people with dementia living in care facilities
Robotrainer
Rehabilitation through meaningful human-robot interactions
By Dr Gloria Gomez
Institute of Technology and Innovation
University of Southern Denmark (SDU)
21. Bandcizer
PDI student: Martin Fondt
Researcher: Anders Stengaard Sørensen
The Maersk Mc-Kinney Moller Institute, SDU
Company: Tim Bang, Procare
Photo: real scenario with family member
22. Bandcizer
PDI student: Martin Fondt
Researcher: Anders Stengaard Sørensen
The Maersk Mc-Kinney Moller Institute, SDU
Company: Tim Bang, Procare
Photo: real scenario with family member
23. Touch & Play
PDI student: Maigen Wilki
Company: Christoffer Melson, Applikator
Photo: real scenarios at elderly homes
32. Older adults: 30-70 %
slowerBut with the same accuracy in clicking and
moving
hittin
g:
moving:
33. A social word game for all
Brain teaser
Leisure and pastime
Social communication
Fun – Exciting - Developing
A social word game for all
Brain teaser
Leisure and pastime
Social communication
Fun – Exciting - Developing
W
35. Anders: "How may we -in an efficient and
effective way- encourage all older adults
to use ICT in order to challenge their
brains”
36. Speakers:
Vesna Dolničar vesna.dolnicar@fdv.uni-lj.si
FrankVerbeek frank@gociety.eu
Maureen Williams Maureen.Williams@liverpoolccg.nhs.uk
Gloria Gomez gege@iti.sdu.dk
Anders Carlsson anders.carlsson@halsansnyaverktyg.se
Coral/Edwin Mermans emermans@brabant.nl
www.coral-europe.eu
Contact information
Editor's Notes
The use of smartphones represents an increasing opportunity for improving the active and healthy ageing by the potential integration of a wide range of assistive technologies, including various kinds of emergency services, health monitoring solutions, social communication platforms, fall detectors, etc.
Even though the usage of smartphones among the older people is quite widespread compared to some assistive technologies, the overall adoption of smartphones among older adults is still low, with a persisting acceptance gap in comparison with younger generations.
2 possible reasons for this low acceptance are:
misunderstanding of older adults’ needs and
not taking into account age-related difficulties:
the adaptation of a smartphone UI to limited vision, hearing, cognitive functioning and motor capabilities implementation of usability design guidelines for older adults
ATs are not well integrated in the smartphones: mobile ATs are mainly offered as third-party apps, which demands that older adults be familiarised with the installation and operation procedures of generic smartphone operating systems that also rarely consider their specific usability requirements solution:
Smartphone launchers with an age-friendly UI for older adults have been proposed to address the usability problems of older adults. Launchers such as GoLivePhone, Koala Phone, Big Launcher, Sentizens and Senior Phone are specific apps programmed with the intent to reduce the complexity of a smartphone UI. Besides enclosing an adapted UI that replaces the generic UI of a smartphone’s OS, launchers for older adults can also integrate a different number of basic features that are most often used by older adults (e.g., calls, contact book, clock, calendar and alarm) with various ATs (e.g., lifeline, medication alarm).
This wording might be more simple:
Launchers have been suggested as a viable means of increasing the uptake of smartphones and assistive technologies among older adults. Launchers can be designed to ease older adults’ use of smartphones by addressing perceptual, cognitive, and motoric changes that might hinder their ability to operate smartphones.
AIM: To identify user-friendly apps that meet older people's social and personal needs as well as generate positive expectations in terms of their quality of life.
More research-based development is needed, which should better consider recommendations for the age-friendly design of UIs on smartphones. we need to involve the users!
The main outcomes of Mobile Aging project are:
1. The evaluation of crucial factors that should be considered when designing services on mobile phones that contribute to the quality of life of older people. There are 3 key types of factors: personal characteristics, user interfaces & functionalities of mobile phones, social environment (social networks).
The development of detailed user profiles based on segmentation of older users of different mobile phones types, based on the study of their lifestyles, needs and motives for mobile phones usage, integration into the social environment, personal characteristics, etc.
2. Benchmarking and usability analysis of existing launchers with ATs for older people.
3. Development of a paper prototype of optimal mobile application and its evaluation.
17 launchers with ATs evaluated - different characteristics and heuristics.
Call history feature is a starting point for number of tasks.
Difficulties with complex tasks (filling out forms).
Appropriate fonts, big buttons, simple tap gestures good for error prevention.
we believe that employing such an integrative methodological design, which (1) enables more thorough insight into the behaviour and mental models of potential end users based on their active participation and think-aloud procedures and (2) allows for an expert-based heuristic evaluation of the launchers with ATs, is a promising approach for retrieving rich insights into the usability issues of smartphone launchers for older adults.
Illustrative example of the results from one set of usability tests where three distinct concluding remarks could be made:
First, close observation of the participants during task execution indicates that wrong-action errors often occur because of a non-optimal fit between the mental models familiar to older adults and the structure of the UI. The results of our usability tests indicate that, when trying to better align older people’s mental models with the structure of the launchers, the call history feature is an essential starting point for executing a number of tasks (e.g., for sending a text message and adding a new contact).
Second, using appropriate (i.e., non-condensed) typefaces and fonts, as well as large text and big buttons, helps in error prevention. Equally important seems to be the use of simple tap gestures for most actions; that is, the use of more than one gesture to perform an action (e.g., using tap and drag on the same object) should be avoided.
Thirdly, in terms of designing a UI for older adults, it is imperative to comply with some of the existing usability principles presented in Section 2, even though it can be a challenge to implement them simultaneously—especially in terms of more complex tasks that involve filling out forms.
How to attract older users to commit to the strong involvement that results in burdensome and time consuming activities?
While inspection methods are fast and cheap, usability test require lots of time and money.
How can we make it attractive for older people to make them involved? What's in it for them? How to present the benefits for them? How to make it attractive to them to join?
Meike invites people to think out of the box: for example have a grandchild participating as well
This iterative methodological approach was not developed from scratch but was designed based on the experience from several other approaches that were applied within different (mainly) international projects (e.g. R&D of a complex assistive system, of a multiplayer online learning game for older people, of an online tool for hard of hearing students, of an online branching stories game for employees in the banking and insurance sector). So this approach is useful for studying the acceptance and usability of not only mobile apps but also other e-services.
This approach allows for active involvement of potential end users in all stages of R&D of a particular e-service and is useful for two key purposes:
Understanding how usable, sustainable and affordable mobile applications for AHA of older people can be (re)designed to consider the needs of older adults;
Testing and evaluating of the mobile applications in a realistic and lab environment.