scholarly journals User-Centered Design of an Online Mobile Game Suite to Affect Well-Being of Older Adults

Author(s):  
Isabelle Kniestedt ◽  
Stephan Lukosch ◽  
Frances Brazier
10.2196/17809 ◽  
2020 ◽  
Vol 22 (9) ◽  
pp. e17809 ◽  
Author(s):  
Vera Stara ◽  
Sara Santini ◽  
Johannes Kropf ◽  
Barbara D'Amen

Background The rapid increase of the aging population is pushing many national governments to reshape retirement legislation in order to extend older adults’ working life. Once retired, older adults can be invaluable resources for the community as family carers, as volunteers, or by returning to work. Healthy aging is one of the main conditions for being able to work longer and being active after retirement. The latter, indeed, represents a very sensitive life transition, which can entail psychological and social difficulties. Interventions for promoting older workers’ health and well-being and supporting the transition to retirement are on the top of the policy agenda of most European countries. Recently, computer-based and digital health interventions have been seen as promising means to reach this purpose. Objective This systematic literature review aimed to explore studies on digital health coaching programs for older workers that followed a user-centered design approach and evaluated their effectiveness in providing older adults with guidance for adopting a healthy lifestyle and being active in the community. Methods The search identified 1931 papers, and 2 relevant articles were selected by applying specific eligibility criteria. Results To our knowledge, only few digital health coaching programs have targeted the population of older workers to date; there is an insufficient number of studies on the efficacy of such programs. The results show the difficulties of assessing the efficacy of digital coaching itself and with respect to older employees. The 2 studies suggest that digital health programs for workplaces can improve various aspects of older employees’ well-being; however, they considered health mainly from a physical perspective and neglected contextual, social, psychological, and cultural factors that can influence older workers’ health and general well-being. Future digital health coaching programs should adopt the healthy aging paradigm as a multidimensional lens for interpreting the impact of eHealth technology on aging and retirement. The literature around this issue remains at an embryonic state, and this gap needs to be filled by further investigations that apply a user-centered approach for designing the technology, test innovative research methodologies, and adopt new technical solutions for high-quality interaction design. Conclusions Further digital health coaching programs aimed at supporting healthy and active living for older workers and retirees are necessary. The user-centered design approach is recommended in order to fully address the users’ health needs and the technological requirements throughout development. Moreover, the healthy aging perspective allows inclusion of physical, social, and psychological factors influencing the transition from work to retirement, as well as the experiences and interactions of individuals with the technology.


2020 ◽  
Author(s):  
Vera Stara ◽  
Sara Santini ◽  
Johannes Kropf ◽  
Barbara D'Amen

BACKGROUND The rapid increase of the aging population is pushing many national governments to reshape retirement legislation in order to extend older adults’ working life. Once retired, older adults can be invaluable resources for the community as family carers, as volunteers, or by returning to work. Healthy aging is one of the main conditions for being able to work longer and being active after retirement. The latter, indeed, represents a very sensitive life transition, which can entail psychological and social difficulties. Interventions for promoting older workers’ health and well-being and supporting the transition to retirement are on the top of the policy agenda of most European countries. Recently, computer-based and digital health interventions have been seen as promising means to reach this purpose. OBJECTIVE This systematic literature review aimed to explore studies on digital health coaching programs for older workers that followed a user-centered design approach and evaluated their effectiveness in providing older adults with guidance for adopting a healthy lifestyle and being active in the community. METHODS The search identified 1931 papers, and 2 relevant articles were selected by applying specific eligibility criteria. RESULTS To our knowledge, only few digital health coaching programs have targeted the population of older workers to date; there is an insufficient number of studies on the efficacy of such programs. The results show the difficulties of assessing the efficacy of digital coaching itself and with respect to older employees. The 2 studies suggest that digital health programs for workplaces can improve various aspects of older employees’ well-being; however, they considered health mainly from a physical perspective and neglected contextual, social, psychological, and cultural factors that can influence older workers’ health and general well-being. Future digital health coaching programs should adopt the healthy aging paradigm as a multidimensional lens for interpreting the impact of eHealth technology on aging and retirement. The literature around this issue remains at an embryonic state, and this gap needs to be filled by further investigations that apply a user-centered approach for designing the technology, test innovative research methodologies, and adopt new technical solutions for high-quality interaction design. CONCLUSIONS Further digital health coaching programs aimed at supporting healthy and active living for older workers and retirees are necessary. The user-centered design approach is recommended in order to fully address the users’ health needs and the technological requirements throughout development. Moreover, the healthy aging perspective allows inclusion of physical, social, and psychological factors influencing the transition from work to retirement, as well as the experiences and interactions of individuals with the technology.


2020 ◽  
Author(s):  
Vera Stara ◽  
Sara Santini ◽  
Johannes Kropf ◽  
Barbara D'Amen

UNSTRUCTURED The rapid increase of the aging population is pushing many national governments to reshape retirement legislation in order to extend older adults’ working life. Once retired, older adults can be invaluable resources for the community as family carers, as volunteers, or by returning to work. Healthy aging is one of the main conditions for being able to work longer and being active after retirement. The latter, indeed, represents a very sensitive life transition, which can entail psychological and social difficulties. Interventions for promoting older workers’ health and well-being and supporting the transition to retirement are on the top of the policy agenda of most European countries. Recently, computer-based and digital health interventions have been seen as promising means to reach this purpose. This systematic literature review aimed to explore studies on digital health coaching programs for older workers that followed a user-centered design approach and evaluated their effectiveness in providing older adults with guidance for adopting a healthy lifestyle and being active in the community. The search identified 1931 papers, and 2 relevant articles were selected by applying specific eligibility criteria. To our knowledge, only few digital health coaching programs have targeted the population of older workers to date; there is an insufficient number of studies on the efficacy of such programs. The results show the difficulties of assessing the efficacy of digital coaching itself and with respect to older employees. The 2 studies suggest that digital health programs for workplaces can improve various aspects of older employees’ well-being; however, they considered health mainly from a physical perspective and neglected contextual, social, psychological, and cultural factors that can influence older workers’ health and general well-being. Future digital health coaching programs should adopt the healthy aging paradigm as a multidimensional lens for interpreting the impact of eHealth technology on aging and retirement. The literature around this issue remains at an embryonic state, and this gap needs to be filled by further investigations that apply a user-centered approach for designing the technology, test innovative research methodologies, and adopt new technical solutions for high-quality interaction design. Further digital health coaching programs aimed at supporting healthy and active living for older workers and retirees are necessary. The user-centered design approach is recommended in order to fully address the users’ health needs and the technological requirements throughout development. Moreover, the healthy aging perspective allows inclusion of physical, social, and psychological factors influencing the transition from work to retirement, as well as the experiences and interactions of individuals with the technology. J Med Internet Res 2020;22(9):e17809


IEEE Access ◽  
2021 ◽  
pp. 1-1
Author(s):  
Nuno Rodrigues ◽  
Antonio Pereira

Sensors ◽  
2021 ◽  
Vol 21 (8) ◽  
pp. 2804
Author(s):  
Silvia Imbesi ◽  
Sofia Scataglini

Smart clothing plays a big role to foster innovation and to. boost health and well-being, improving the quality of the life of people, especially when addressed to niche users with particular needs related to their health. Designing smart apparel, in order to monitor physical and physiological functions in older users, is a crucial asset that user centered design is exploring, balancing needs expressed by the users with technological requirements related to the design process. In this paper, the authors describe a user centered methodology for the design of smart garments based on the evaluation of users’ acceptance of smart clothing. This comparison method can be considered as similar to a simplified version of the quality function deployment tool, and is used to evaluate the general response of each garment typology to different categories of requirements, determining the propensity of the older user to the utilization of the developed product. The suggested methodology aims at introducing in the design process a tool to evaluate and compare developed solutions, reducing complexity in design processes by providing a tool for the comparison of significant solutions, correlating quantitative and qualitative factors.


2016 ◽  
Vol 3 (1) ◽  
pp. e2 ◽  
Author(s):  
David H Gustafson Jr ◽  
Adam Maus ◽  
Julianne Judkins ◽  
Susan Dinauer ◽  
Andrew Isham ◽  
...  

10.2196/24449 ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. e24449
Author(s):  
Seyeon Lee ◽  
Hyunyoung Oh ◽  
Chung-Kon Shi ◽  
Young Yim Doh

Background The number of older adult gamers who play mobile games is growing worldwide. Earlier studies have reported that digital games provide cognitive, physical, and socioemotional benefits for older adults. However, current mobile games that understand older adults’ gameplay experience and reflect their needs are very scarce. Furthermore, studies that have analyzed older adults’ game experience in a holistic manner are rare. Objective The purpose of this study was to suggest mobile game design guidelines for adults older than 50 years from a holistic gaming experience perspective. Adopting a human-centric approach, this study analyzes middle-aged and older adults’ gameplay experience and suggests practical design guides to increase accessibility and satisfaction. Methods We organized a living laboratory project called the “Intergenerational Play Workshop.” In this workshop, 40 middle-aged and older adults (mean age 66.75 years, age range 50-85 years) played commercial mobile games of various genres with young adult partners for 1 month (8 sessions). Using a convergent parallel mixed-method design, we conducted a qualitative analysis of dialogue, game diaries, and behavioral observations during the workshop and a quantitative analysis of the satisfaction level of the game elements for the mobile games that they played. Results This project was active from April 2019 to December 2021, and the data were collected at the workshops from July 1 to August 28, 2019. Based on the identified themes of positive and negative experiences from the qualitative data, we proposed 45 design guides under 3 categories: (1) cognitive and physical elements, (2) psychological and socioemotional elements, and (3) consumption contextual elements. Our empirical research could reaffirm the proposals from previous studies and provide new guidelines for improving the game design. In addition, we demonstrate how existing commercial games can be evaluated quantitatively by using the satisfaction level of each game’s elements and overall satisfaction level. Conclusions The final guidelines were presented to game designers to easily find related information and enhance the overall understanding of the game experience of middle-aged and older adults.


2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 708-708
Author(s):  
Edie Sanders ◽  
Robin Stuart ◽  
Alexander Exum ◽  
Walter Boot

Abstract Cognitive impairments (CIs) result in difficulties with a wide range of daily activities. Older adults are especially at risk for CIs, and as the older adult population increases, so does the importance of understanding and supporting the needs of those with CIs. The Enhancing Neurocognitive Health, Abilities, Networks, and Community Engagement (ENHANCE) Center was established with a focus on developing technology-based support for socialization, transportation, and prospective memory needs of older adults with CIs due to mild cognitive impairment (MCI), traumatic brain injury (TBI), and stroke. The extent to which relevant literature in these domains existed was unknown. We conducted a scoping review to identify existing research meeting the following criteria: participants aged 50+ years classified as having a CI due to MCI, TBI, or stroke; and a focus on technology-based support for socialization, transportation, and/or prospective memory needs. Using PRISMA guidelines, we searched three electronic databases, and reviewers screened citations for inclusion and completed data charting. Following screening, only 11 studies met our inclusion criteria. Qualitative and quantitative data are reported for each study. In addition to few studies available, it was common for studies to include 20 or fewer participants. Most assessed technology interactions at one time and few studies examined longitudinal use and benefits. While each paper examined one aspect of user-centered design, no technologies were reported that underwent all stages of the user-centered design process, from needs assessment to iterative design and usability testing, to efficacy trial. Such gaps highlight the important role ENHANCE can play.


2021 ◽  
Author(s):  
Sara Santini ◽  
Vera Stara ◽  
Flavia Galassi ◽  
Alessandra Merizzi ◽  
Cornelia Schneider ◽  
...  

BACKGROUND The ageing worldwide population involves an increase of multiple chronic diseases and the consequent demand for healthcare services by older people, thus challenging the healthcare systems’ sustainability and older people’s quality of life. In order to postpone older adults’ need for care, the promotion of healthy ageing is a key action that can be favored today by embodied conversational agents. Nevertheless, the role and benefit of this technology is still relatively ignored by the literature, especially when being applied to older workers and new retirees, and from a preventive perspective. OBJECTIVE This study wants to answer two research questions: 1) What are the user requirements of a virtual coaching based on an Embodied Conversational Agent for motivating older adults in transition to retirement to adopt a healthy lifestyle? 2) How could a virtual coaching system address the active and healthy ageing dimensions, especially during COVID-19 times? METHODS To answer the questions above, according to the User Centered Design approach, two-wave cross-national focus-groups with 60 end-users aged 55 and over and follow-up telephone interviews to 27 end-users were carried out in Austria, Italy and the Netherland between Spring 2019 and January 2021. Qualitative data were analysed through the Framework Analysis in order to highlight cross-country commonalities and national peculiarities. RESULTS End-users suggest the virtual coach motivates older workers and retirees to practice physical activity, maintain social contacts and provide them with practical activities to improve their mental and emotional well-being. It can be used every day based on users’ time, mood, family relationships and social condition. The embodied conversational agent should be reactive, customizable, expected to be expressive, sympathetic, not directive nor patronizing and its language should be appropriate, pleasant and motivating. The COVID-19 outbreak accelerated the acceptance of the system by increasing the users’ need for functions that boost community, physical and emotional well-being activities. CONCLUSIONS The study shows that the virtual coaching system can be one of the solutions that can best address the active and healthy ageing dimensions by suggesting activities that can improve individuals’ physical activity, mental well-being and socialisation. especially in the current worldwide epidemiological situation. Nevertheless, to be fully effective, it has to have a pleasant appearance and voice to motivate users without being patronising nor directive. Moreover, it should be customisable, yet non stigmatising, and should be able to adapt to the ageing process and to the evolution of the retirement transition.


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