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1.
Older adults in the US are the fastest-growing demographic, and also the largest-growing group of internet users. The aim of this research was to evaluate websites designed for older adults in terms of (i) how well they adhere to ‘senior-friendly’ guidelines and (ii) overall ease of use and satisfaction. In Experiment I, 40 websites designed for older adults were heuristically evaluated based on their adherence to usability guidelines derived by the National Institute on Aging and the National Library of Medicine. In Experiment II, three websites with varying levels of guideline compliance were evaluated by older adults in a usability test. Results from this study indicate that the website most compliant with the ‘senior-friendly’ guidelines resulted in higher task success, but did not result in significantly better efficiency, satisfaction, or preference. These findings demonstrate the importance of using both guidelines and usability testing when designing websites for older adults.  相似文献   

2.
Research indicates that social isolation and loneliness have a negative effect on health and wellbeing among older people. Various technology-based interventions have been offered to reduce social isolation; however, research demonstrating the role of various types of technologies and their effectiveness in dealing with social isolation among seniors is scarce. This study undertakes a systematic literature review of empirical studies on various types of technologies and their effectiveness in alleviating social isolation among seniors. Relevant electronic databases were searched and through 6886 initial set of studies published from 2000 to 2015 we have found eight different technologies that have been applied to alleviate social isolation, namely, general ICT, video game, robotics, personal reminder information and social management system, asynchronous peer support chat room, social network sites, Telecare and 3D virtual environment. We further evaluated the effectiveness of the technologies with social isolation among seniors. Findings show that technologies can be used to reduce social isolation among seniors. However, more studies are needed to evaluate the effectiveness of new technologies.  相似文献   

3.
Intelligent Service Robotics - This study aims to analyze the concept of companion robots for older adults from the perspective of nursing. This study employed a concept analysis. The literature...  相似文献   

4.
Although computer technology may be particularly useful for older adults (e.g., for communication and information access), they have been slower adopters than their younger counterparts. Perceptions about computers, such as perceived usefulness and perceived ease of use, can pose barriers to acceptance and universal access (Davis in MIS Q 13(3):319–340, 1989). Therefore, understanding the precursors to these perceptions for older adult non-computer users may provide insight into the reasons for their non-adoption. The authors examined the relationship between perceived usefulness and perceived ease of use of a computer interface designed for older users and demographic, technology experience, cognitive abilities, personality, and attitudinal variables in a sample of 300 non-computer-using adults between the ages 64 and 98, selected for being at high risk for social isolation. The strongest correlates of perceived usefulness and perceived ease of use were technology experience, personality dimensions of agreeableness and openness to experience, and attitudes. The emotional stability personality dimension was significantly correlated with perceived ease of use though not perceived usefulness. Hierarchical regression analysis revealed that attitudes (i.e., self-efficacy, comfort, and interest) remained predictive of perceptions of usefulness and ease of use when technology experience and personality variables were accounted for. Given that attitudes are more malleable than other variables, such as demographic and cognitive abilities, these findings highlight the potential to increase technology acceptance through positive experiences, appropriate training, and educational campaigns about the benefits of computers and other technologies.  相似文献   

5.
Ten older adults were interviewed about the motivational factors behind learning to use computers and the negative and positive aspects related to it. They were then given search tasks and were observed as they used search engines for finding information from the Web. All of the participants completed several search tasks during the search session. Although their performance in the search tasks was adequate, they faced several problems in the interaction. For example, text editing was difficult and understanding the structure of the Web and terminology used caused problems. Based on the observations, an elderly friendly search user interface is proposed.  相似文献   

6.
7.
We report an investigation of how older adults engage in social activities and community events in support of their mental, physical, and emotional health. We focus on personal and collaborative agency in a community context, and construe health as an outcome that is coproduced by a person and other engaged community members. Using qualitative methods, we investigated the coproduction of health among members of retirement communities and people who are ageing in place. We found that our participants, irrespective of living arrangements, engaged in a diverse range of coproduction activities, including physical, socialising, service, discussion, and interest-based activities. We also identified desired but less-supported coproduction opportunities, such as opportunistic activities and the need to better appropriate social resources to enable coproductions. We draw from these findings to consider design implications of technological support for facilitating older adults to coproduce.  相似文献   

8.
Universal Access in the Information Society - Pervasive technologies such as Artificial Intelligence, Virtual Reality and the Internet of Things, despite their great potential for improved...  相似文献   

9.
This article describes some of the challenges of supporting older adults’ creative input to the design of an (as yet) undefined digital television application. Focusing on commonly used brainstorming and paper prototyping techniques, constructive insights are gathered from users with limited experience of interactive technology. Encouraging older participants to move beyond what they are familiar with, the research reports on how fragmented conceptual knowledge of familiar technologies can either facilitate or impede the creative development of new ideas. This includes bias or contradictory ideas that can emerge in the elicitation process. As reported, other factors, such as the self-perception of inadequate drawing skills, demonstrate further barriers for some older adults to articulate their visions and aspirations for suitably designed technology.  相似文献   

10.
The present study evaluated the effects of the three perceptual complexity factors: number of elements, colour variety, and graphical background clutter level, on older and younger adults’ target acquisition time within a computer display. Experiment 1 manipulated the total number of icons, Experiment 2 manipulated the variety of icon colours, and Experiment 3 manipulated the clutter level of the graphical background on the display. In each experiment, 12 older and 12 younger adults were asked to move a cursor to a target icon on the display as quickly and accurately as possible. Target size and distance to the cursor were also manipulated to yield different difficulties of targets. Target acquisition time and Fitts’ law slope were analysed. Results showed that target acquisition time increased for more difficult targets under all the three complexity factors. The amount of increase was more evident for the factors of colour variety and graphical background clutter than for the number of icons. Older participants performed more slowly than younger participants did, particularly for more difficult targets. However, the impact of the three complexity factors on acquisition time appeared to be comparable for both age groups. The results suggest that implementations of colour varieties and graphical backgrounds on interfaces should be restricted, especially when icon acquisition is a common activity involved in interacting with an interface.  相似文献   

11.
This paper considers whether emerging wearable computing technologies could and should be applied to reducing older people’s fear of crime. The paper begins by exploring the sociological and criminological literature, which debates why older people are most likely to fear crime, even though they are least likely to be victims. It goes on to report findings from ethnographic studies of key care and social service professionals in an English city. This field work reflects the ways in which assistive technologies for older people can function as signs of vulnerability, and also reports the uses of relatively simple information and communication technologies in providing critical backup and reassurance for elderly users. The fear of crime is then considered as an information problem centring on three questions: what’s going on, what can I do about it and can I get help? Possible applications of emerging wearable surveillance technologies are then explored through a design concept called the Cambadge. This is a wearable, wireless webcam for older people to broadcast video and audio data to police or community Web sites. This concept is situated with reference to a company developing a similar technology and to related fields. It is argued that the design problems of such surveillance technology are inherently political. The case is made with reference to the history and philosophy of surveillance and the massive demographic shifts of the ageing population. It is argued that utopian visions of the uses of such technology under-theorise power and accountability. The paper concludes that technological innovations will not adequately address older people’s fear of crime without accompanying social and cultural change.  相似文献   

12.
Enhancing visitors’ experience in art museums using mobile technologies   总被引:1,自引:0,他引:1  
Mobile technologies are present in our daily life and the functionality of these devices should not be restricted to support phone calls or to organize people’s work. We live in a world of connectivity and mobile devices allow users to access a great variety of resources using IR, Wi-Fi, RFID, Bluetooth, GPS, GPRS, and so on. In particular, PDA and smartphones are being successfully applied to cultural heritages as an alternative to traditional audio-guides. These electronic guides are offered to users in order to make the visit to the exhibition more pleasant and effective. Our research group has been working in the design and development of mobile software for art museums based on PDA for the past four years. During this period two systems were developed. This paper summarizes the basic features of both applications. The first one is currently operating in a real museum. These applications have been designed by applying a user-centered development process and the main goal of these systems is to improve visitors’ satisfaction by using the PDA while visiting the museum. As the result of usability evaluations performed with real users on the first application, the definition, implementation and evaluation of a new system was conceived. Moreover, the paper describes how personalization issues influenced the development of the system. Location-awareness, internationalization, HCI patterns, language adaptation to visitors and accessibility issues were the most important contributions to personalize the application. The final evaluation performed on the system has proved that the main goals initially stated were successfully achieved.  相似文献   

13.
Recognizing activities for older adults is challenging as we observe a variety of activity patterns caused due to aging (e.g., limited dexterity, limb control, slower response time) or/and underlying health conditions (e.g., dementia). However, existing literature with deep learning methods has successfully recognized activities when the dataset contains high-quality annotations and is captured in a controlled environment. On the contrary, data captured in a real-world environment, especially with older adults exhibiting memory-related symptoms, varying psychological and mental health status, reliance on caregivers to perform daily activities, and unavailability of domain-specific annotators, makes obtaining quality data with annotations challenging; leaving us with limited labeled data and abundant unlabeled data. In this paper, we hypothesize that projecting the labeled data representations comprising a specific set of activities onto a new representation space characterized by the unlabeled data comprising activities beyond the limited activities in the labeled dataset would help us rely less on the annotated data to improve activity detection performance. Motivated by this, we propose STAR-Lite, a self-taught learning framework that involves a pre-training framework to prepare the new representation space considering activities beyond the initial labels in the labeled dataset. STAR-Lite projects the labeled data representations on the new representation space characterized by unlabeled data labels and learns higher-level representations of the labeled dataset while optimizing inter- and intra- class distances without explicitly using a computation hungry similarity-based approach. We demonstrate that our proposed approach, STAR-Lite (a) improves activity recognition performance in a supervised setting and (b) is feasible for real-world deployment. To enhance the feasibility of deploying STAR-Lite on devices with limited memory resources, we explore model compression techniques such as pruning and quantization and propose a novel layer-wise pruning-rate optimization technique that effectively compresses the network while preserving the model performance. The evaluation was performed using the Alzheimer’s Activity Recognition dataset (AAR) captured from 25 individuals living in a retirement community center with IRB approval (#Y18NR12035) using an in-house SenseBox infrastructure while concurrently assessing the clinical evaluation of the participants for dementia, and independent living. Our extensive evaluation reveals that STAR-Lite can detect activities with an F1-score of 85.12% despite 62% reduction in model size and 5% improvement of execution time on a resource constrained device.  相似文献   

14.
This paper considers participatory modelling to integrate biodiversity conservation into land use planning and to facilitate the incorporation of ecological knowledge into public decision making for spatial planning. Réunion Island has experienced rapid urban and agricultural expansion, which threaten its unique biodiversity. In this context, we designed three participatory modelling sequences, involving overall 24 multidisciplinary researchers and stakeholders. The sequences aimed: (1) to map land-use and biodiversity, (2) to develop a conservation plan following systematic conservation planning principles using a spatial optimization tool (MARXAN) and (3) to simulate coupled land-use/conservation scenarios using a multi-agent system (MAS). The conservation plan confirms that priority areas for biodiversity protection are located on the coast where rapid land-use changes occur. Nevertheless, stakeholders from the urban and agricultural sector did not participate to this sequence. Indeed, conservation planning tools are useful to locate conservation priorities but they have to be designed with stakeholders to be accepted as negotiation tool. Besides, the researchers engaged in this second sequence were perceived as conservation stakeholders rather than holders of scientific knowledge. In the third sequence, the researchers involved adopted the stance of facilitating the elicitation of each stake and gathered trust from stakeholders. Overall, we conclude that the participatory development of land-use simulation models should be promoted to explore alternative scenarios for biodiversity conservation with stakeholders. In a situation of land-use conflict, a gradual and sequential participatory modelling approach should be implemented to fit into public decision-making processes.  相似文献   

15.
Online technologies have made it possible for practitioners and the public to reach academics directly and seek information and knowledge in areas of professional or personal interest. This paper uses the extended version of the Unified Theory of Acceptance and Use of Technology (UTAUT2) to examine the factors that affect the adoption of online technologies by practitioners and other members of the public in order to engage with the academic community. Understanding the driving factors of such online engagement is very important as it can inform academic practice and how institutional support is provided. The results of our online survey (N?=?241), derived by using Structural Equation Modelling, show that behavioural intention is mainly affected by the user's habit, performance expectancy and facilitating conditions. Also, educational level has a moderating effect in the cases of habit and social influence and gender in the cases of habit and hedonic motivation.  相似文献   

16.
This paper describes our experience in designing, developing and deploying systems for supporting human–robot teams during disaster response. It is based on R&D performed in the EU-funded project NIFTi. NIFTi aimed at building intelligent, collaborative robots that could work together with humans in exploring a disaster site, to make a situational assessment. To achieve this aim, NIFTi addressed key scientific design aspects in building up situation awareness in a human–robot team, developing systems using a user-centric methodology involving end users throughout the entire R&D cycle, and regularly deploying implemented systems under real-life circumstances for experimentation and testing. This has yielded substantial scientific advances in the state-of-the-art in robot mapping, robot autonomy for operating in harsh terrain, collaborative planning, and human–robot interaction. NIFTi deployed its system in actual disaster response activities in Northern Italy, in July 2012, aiding in structure damage assessment.  相似文献   

17.
In a context of progressive loss of intellectual and interactional capacities for the elderly, the goal of this article is to examine to what extent a new technological environment can improve their quality of life. In this study, we examine the very elderly (mean age 87) who have experienced a loss in functional capacities and are dependent on managed care such as residential home care units. Using qualitative methods amongst a group of 17 residents (semi-structured interviews and longitudinal observations), we examine whether new social practices form and whether subjects feel more socially recognised. Our study shows that information and communications technologies may, to some extent, play an instrumental role in interconnectedness and social stimulation, and can also be seen as a ‘boundary object’ that communicates between the residents’ world (who are rather isolated) and their families’ world (including grandchildren).  相似文献   

18.
Navigating vast information spaces through mobile interfaces has become a common activity in older adults' everyday lives. Studies suggested that interface metaphors could be used to facilitate users' metal model development and information processing when using mobile technologies. However, we know little about how metaphors affect older adults' mobile navigation behavior, and which user characteristics matter during this perceptual and cognitive process. To investigate this, a card interface with a 3D metaphor and a list interface without 3D metaphors were compared among twenty-two participants when performing four navigation tasks. User characteristics including demographic factors, technology experience, and user capabilities were examined. The participants' navigation performance and subjective evaluations were measured as the dependent variables. From the results, we recommend the list interface without 3D metaphors as a beneficial choice for older adults. It performed better in navigation performance, although the differences are not statistically significant. Moreover, navigation performance using the card interface with a 3D metaphor was significantly associated with participants' perceptual speed, thus this interface may be more sensitive to capability declines. Valuable insights into the older adults’ mobile navigation performance and preferences are discussed and important implications for the design of mobile navigation user interfaces are proposed based on the results.Relevance to industryThe experimental results propose a more beneficial way to present contents on a mobile user interface for older adults and provide valuable insights for the designers and industry to help them understand the older adults’ usage and perceptions towards the application of 3D metaphors when navigating with mobile interfaces.  相似文献   

19.
This study explores younger and older adults learning of MS Publisher functionalities from a multimedia tutorial. Twenty younger and twenty three older adults assigned to a redundant (experimental) or non-redundant (control) condition were taught how to create a greeting card, while the results of their learning were assessed with immediate and delayed performance measures. While younger learners benefited from a non-redundant condition, older learners exhibited an opposite trend. Redundant condition was beneficial for their performance efficiency on a set of a transfer tasks, and their troubleshooting performance during the delayed session. From a cognitive load perspective, using a redundant text along with an audio narration overloads learner’s working memory by placing more strain on the visual pathway and not providing any additional cognitive advantage. From an environmental support standpoint and decreased processing resources view of cognitive aging, providing additional representational support helps reducing the task demands for older adults and results in better learning. The results have cognitive and practical implications for the design of multimedia learning environments for older adults.  相似文献   

20.
Universal Access in the Information Society - The online world is flooded with misinformation that puts older adults at risk, especially the misinformation about health and wellness. To understand...  相似文献   

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