scholarly journals Tangible User Interface for Social Interactions for the Elderly: A Review of Literature

2018 ◽  
Vol 2018 ◽  
pp. 1-15 ◽  
Author(s):  
Way Kiat Bong ◽  
Weiqin Chen ◽  
Astrid Bergland

The global population is ageing rapidly. The ageing population faces not only the risk of health-related problems but also the challenge of social isolation and loneliness. While mainstream technology is designed to improve daily life, elderly people’s unique needs are often neglected. These technology designs can be difficult for older adults to learn and use. Tangible user interface (TUI) gives physical form to digital information, with the aim of bridging the gap between the digital world and the physical world. Thus, it can be a more natural and intuitive interface for the older adults. The objective of this research is to review the existing research on TUI for enhancing the social interactions of elderly people. Results show that very little research has been published, given that the TUI concept was introduced 20 years ago. Our systematic literature review also resulted in several recommendations for future research, which includes getting elderly people involved in the process, from designing to evaluating the prototype and investigating the effect of TUI on older adults’ social interactions and health.

2010 ◽  
Vol 102-104 ◽  
pp. 326-330
Author(s):  
Fang Tian Ying ◽  
Peng Cheng Zhu ◽  
Mi Lan Ye ◽  
Jing Chang Chen ◽  
Zhao He ◽  
...  

In this paper, we discuss a novel approach to multimodal input design in Tangible User Interface (TUI). We present a prototype Bubble Journey, a game platform where users control the avatar in flash game by blowing a real handle. This computer game was combined multimodal input tool embedded sensor, which augment experience of user’s (children’s) five senses and body into game’s digital world with previous experience in daily life. Sensor embodied in multimodal input tool can convert data of sounds and movements produced by users (children) into digital signals to manipulate the virtual characters’ performance in the game.


2020 ◽  
pp. 1-38 ◽  
Author(s):  
Alex Torku ◽  
Albert Ping Chuen Chan ◽  
Esther Hiu Kwan Yung

Abstract The unprecedented increase in the ageing population, coupled with urbanisation, has led to a vast number of research publications on age-friendly cities and communities (AFCC). However, the existing reviews on AFCC studies are not sufficiently up-to-date for AFCC researchers. This paper presents a thorough analysis of the annual publication trend, the contributions of authors and institutions from different countries, and the trending research themes in the AFCC research corpus through a systematic review of 98 publications. A contribution assessment formula and thematic analysis were used for the review. The results indicated a growing AFCC research interest in recent times. Researchers and institutions from the United States of America, Canada, United Kingdom and Hong Kong made the highest contribution to the AFCC research corpus. The thematic analysis classified the AFCC research corpus into four main themes: conceptualisation; implementation and development; assessment; and challenges and opportunities. The themes indicate the current and future research patterns and issues to be considered in the development of AFCC and for interested researchers to make proposals for future research. Future directions are proposed, including suggestions on adopting new assessment methods and instruments, collaboration and cross-nation comparative research, considering older adults as place-makers and conducting a prior participatory analysis to maximise the participation of older adults.


Author(s):  
Wafa Almukadi ◽  
Nahla Aljojo ◽  
Asmaa Munshi

Tangible User Interface (TUI) is an interface that allows user to interact with digital information through physical environment. We have developed an interactive system serves the educational field within the geographical domain. The system allows children to discover and learn about countries from different continents using tangible objects. In our project we selected so far six countries that represent six continents in the world. The selected countries are: Saudi Arabia, Egypt, United States of America, France, Brazil, and Australia. With the system, children are required to manipulate tangible objects. Their task is to select a landmark from a country and placing it on the table top. The system will recognize the object and provides users with feedback. The system involves the recognition of six elements for each country: (capital, flag, climate, currency, population and industries). This application has been evaluated in a field study with children 9–11 years of age. The initial results are promising and show that such an interactive system can support interaction and collaboration among young children, as well as enriches the learning process and makes it more enjoyable.


Author(s):  
Sandra Cano ◽  
Victor Peñeñory ◽  
César A. Collazos ◽  
Sergio Albiol

A Tangible User Interface (TUI) is a new interaction option that uses nontraditional input and output elements. A tangible interface thus allows the manipulation of physical objects using digital information. The exploration and manipulation of physical objects is a factor to be considered in learning in children, especially those with some kind of disability such as hearing, who maximize the use of other senses such as vision and touch. In a tangible interface, three elements are related - physical, digital and social. The potential of IoT for children is growing. This technology IoT integrated with TUI, can help for that parents or teachers can monitoring activities of the child. Also to identify behavior patterns in the child with hearing impairment. This article shows four case studies, where had been designed different products of Internet of Things Tangible applied a several contexts and with products of low cost.


Author(s):  
Way Kiat Bong ◽  
Florian Maußer ◽  
Margot van Eck ◽  
Diogo De Araujo ◽  
Jorg Tibosch ◽  
...  

AbstractOur elderly population faces challenges in accepting and using new digital technology, and tangible user interface (TUI) can contribute as a more intuitive user interface in addressing these challenges. Studies have shown that nostalgic memories trigger positive emotions, which can provide better experiences for elderly people in learning and using new technology. However, the use of nostalgia in TUI for elderly people has been little and therefore the understanding on how nostalgia can contribute in TUI promoting technology acceptance among elderly people is limited. In order to address this knowledge gap, in this study we have created a nostalgic TUI application for elderly people through three iterations of design, development and evaluation. The results show that by adopting the element of nostalgia into the TUI application, elderly people could learn to use new technology in a more intuitive way. They could relate the new technology to their old positive memories. However, they had expectations that the TUI application would work exactly like the old fashioned way. Through the research process, we gathered and reflected on the lessons learned, which can serve as guidelines for using the concept of nostalgia in designing TUI application for elderly people’s technology acceptance.


Author(s):  
Camille Jean ◽  
François Cluzel ◽  
Flore Vallet ◽  
Bernard Yannou

AbstractSocieties are challenged worldwide to maintain or improve the life of an ageing population. In the meantime, it is an opportunity for businesses to develop products and services for the elderly. Participatory design - or co-design - promotes not only to design for, but also with and by older adults. Current studies tend to emphasize more field investigations and co-ideation than evaluation of co- designed outcomes with seniors. We are interested in two 24 hours-innovation contests in 2017 and 2018, yearly involving 10 teams of 3 students, elderly persons as potential beneficiaries and innovation experts. The aim of this paper is to analyse the variability of evaluation of generated projects between the elderly people and the innovation experts. The comparative analysis relies on the grades and ranking of projects against five criteria. Results show that elderly people provide consistent evaluations, but with a positioning slightly shifted compared to the experts. We conclude on recommendations for the evaluation process with a jury including seniors.


2019 ◽  
pp. 1-13
Author(s):  
Louise Meijering

AbstractMobility or physical movement contributes to health and wellbeing in later life. Most studies have focused on the contribution of outdoor mobility to active ageing, but physical and cognitive impairments restrict the mobility of many older adults. This article aims to explore the gaps in the current literature on mobility in later life, and identify required innovations in the field through laying out key areas for future research. It discusses two, largely separate, areas of research, namely on mobility patterns and mobility experiences. The first focuses on quantitative and spatial research on outdoor mobility patterns in terms of routes, timing and transport modes. The second mainly concerns qualitative research on how older adults perceive mobility in their everyday lives. This article identifies three areas for future research on mobility in later life: (a) beyond outdoor movement; (b) diversity in mobility; and (c) the role of time in mobility. To conclude, addressing these areas jointly will contribute to further unpacking the concept of mobility as meaningful practice and to integrating quantitative and qualitative methods when studying mobility in later life. This will result in policy inputs on the mobility and wellbeing of our ageing population.


2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 581-581
Author(s):  
Birthe Macdonald ◽  
Minxia Luo ◽  
Gizem Hueluer

Abstract Older adults increasingly use digital communication technologies to stay connected to others. In the present study, we examine the role of social interactions for older adults’ daily well-being focusing on three interaction modalities (face-to-face, telephone, and digital). We use data from 116 participants (age: M = 72 years, SD = 5, range = 65 to 94; 41% women), who reported on their social interactions and well-being over 21 days. Our findings show that frequency of face-to-face interactions is more consistently related to well-being than telephone or digital interactions. On days where participants report more face-to-face social interactions than their own average, they report higher positive affect and lower loneliness than usual. Similar effects are not found for telephone or digital interactions. In summary, our findings suggest that face-to-face social interactions are uniquely relevant to older adults’ daily well-being. We discuss implications of these findings for future research.


2018 ◽  
Vol 3 (2) ◽  
pp. 138
Author(s):  
Chui Yin Wong ◽  
Rahimah Ibrahim ◽  
Tengku Aizan Hamid ◽  
Evi Indriasari Mansor

Smartphones have become ubiquitous communication tools for everybody, including older adults to stay connected with their family and access to information. However, mobile operators and developers mainly target the youngster cohort in mobile industry. With the rising ageing population, smartphone user interface and some mobile apps are not designed to cater the needs of older adults. This could hinder them from fully utilizing the smartphone functions and its services. A mobile-user interaction study using mixed-methods (questionnaire, interview and observation) was conducted to examine usability and user interface design issues of smartphone and mobile apps among 80 older adults in Malaysia. Four tasks design were ‘making voice calls’, ‘using phonebook’, ‘installing a mobile app from Google Play Store’, and ‘using WhatsApp’. The results were analysed both quantitatively (for usability evaluation) and qualitatively (for interviews and observation). The usability result revealed that the ‘voice call’ task had the highest success task completion rate (83.44%), followed by ‘phonebook’ (70.16%), ‘mobile app download’ (63.13%) and ‘using WhatsApp’ (60.42%). Three themes were emerged from the qualitative thematic analysis, which showed a mismatch between older adults’ expectation and smartphone user interface. A majority had never downloaded a mobile app before, and they had problems downloading it from Play Store. They perceived the Play Store feature as a place for children playing games. To close the discrepancy between user expectation and mobile design, the mobile designers and developers are required to consider the older adults’ needs for better usability of smartphone user interface design


2021 ◽  
pp. 026540752110525 ◽  
Author(s):  
Birthe Macdonald ◽  
Minxia Luo ◽  
Gizem Hülür

Associations between social relationships and well-being are widely documented across the lifespan, including in older age. Older adults increasingly use digital communication technologies. In the present study, we examine the role of social interactions for older adults’ daily well-being with a focus on three interaction modalities (face-to-face, telephone, and digital). Specifically, we examine (a) whether people who are more socially active than others report higher levels of well-being and (b) how day-to-day fluctuations in the number of social interactions are associated with day-to-day fluctuations of well-being, separately by interaction modality. We use data from 115 participants (age: M = 72 years, SD = 5, range = 65–94; 40% women), who documented their social interactions over 21 days and reported their well-being each evening (including positive affect, negative affect, and loneliness). Taken together, our findings show that frequency of face-to-face interactions is more consistently related to well-being than telephone or digital interactions. At the between-person level, those who report more face-to-face social interactions than others across 21 days report higher levels of positive affect than others. At the within-person level, on days where participants report more face-to-face social interactions than their own average, they report higher positive affect, lower negative affect, and lower loneliness than usual. In addition, a higher number of digital interactions is associated with lower negative affect at the between-person level. In summary, our findings suggest that face-to-face social interactions are uniquely relevant to older adults’ daily well-being. We discuss implications of these findings for future research.


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