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1.
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   

2.
The present study examined the PDA menu navigation performance of younger and older adults. The research focus was directed to the understanding of the combination and interaction of user characteristics with PDA menu navigation performance. In order to detail individual factors that influence user's performance, users' age, spatial ability, verbal memory, the confidence to use technical devices and computer-expertise were studied and related to performance outcomes. Younger and older adults, experienced with the usage of different technical devices, but PDA novices, had to complete four common tasks in the digital diary of an emulated PDA and users' effectiveness and efficiency were surveyed. Even though the users of both age groups had a comparably high computer experience, participants had considerable difficulties to solve the PDA tasks successfully. Especially older adults were strongly disadvantaged when navigating through the PDA menu. Among the user characteristics which were revealed to be essential for performance, spatial abilities were the best predictor to explain PDA performance. In addition, an adequate mental representation of the PDA data structure was decisive for navigation performance, especially in the older adult group.  相似文献   

3.
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   

4.
Despite the proliferation in understanding older adults’ acceptance and limitations of Internet technology, the learning needs of older adults living in low Internet usage areas and their acceptance of touchscreen-based apps have lagged behind. This study describes an embedded mixed-method research evaluation of an eight-week touchscreen mobile device training for thirty-nine older adults who were recruited from a community center in a low Internet usage area in southern Taiwan. Among the participants, 20 completed both the pre-test and the post-test and 16 attended the focus group interviews. The design of the training course was based on constructs informed by the diffusion of innovation theory and the technology acceptance model, and it incorporated both a classroom-based and small group tutoring approach. After the training session, the participants reported significantly lower depressive symptom scores compared to baseline. Qualitative interviews reveal the participants’ learning needs related to extended practice, usefulness, and compatibility in adopting touch-screen apps. Findings from this study shed light on the possibility of touchscreen-based apps, including health-, entertainment-, transportation-, and social media-related apps, for improving psychological well-being in older adults with limited Internet experience living in the community. Discussion on their learning needs was also provided.  相似文献   

5.
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   

6.
This study examined age differences in the use of an electronic three-dimensional (3D) environment, and how the age differences were affected by the use of an overview map as a navigation aid. Task performance and the subjects’ acquisition of configural knowledge of the 3D-environment were assessed. Impact of spatial ability and prior experience on these measurements were also investigated. One group of older subjects (n=24) and one group of younger subjects (n=24) participated. An overall hypothesis for the work presented here was that differences in learning to and performing navigational tasks in the physical world are similar in learning and performing navigational tasks in the virtual world. The results showed that the older participants needed more time to solve the tasks; and similar to navigation in the physical world, the older participants were less likely to create configural knowledge. It could not be established that older participants benefited more from an overview map as cognitive support than younger subjects, except in the subjective sense: the older users felt more secure when the map was there. The map seemed to have supported the older users in creating a feeling of where objects were located within the environment, but it did not make them more efficient. The results have implications for design; in particular, it brings up the difficult issue of balancing design goals such as efficiency in terms of time and functionality, against maintaining a sense of direction and location in navigational situations.  相似文献   

7.
Cognitive decline is inherent with age. Despite known cognitive limitations, older adults are generally not taken into account during website design. Understanding age-related differences in website navigation is instructive for website design, especially considering the growing number of older adults who use the Internet. This article presents usability and eye-tracking data from five independent website usability studies that included younger and older participants. Overall results revealed age-dependent differences in eye movement and performance during website navigation on some of the sites. In particular, older participants had lower accuracy in one study and took longer to complete tasks in two studies compared to younger participants, they looked at the central part of the screen more frequently than younger participants in two studies, and they looked at the peripheral left part of the screen less frequently and took longer to first look at the peripheral top part of the screen than younger participants in one study. These data highlight the potential for age-related differences in performance while navigating websites and provide motivation for further exploration. Implications for website design and for usability practitioners are discussed.  相似文献   

8.
The impact of aging on access to technology   总被引:3,自引:0,他引:3  
The number of people over the age of 65 is increasing worldwide with the fastest growing subgroup those aged 80+ years. Computer and information technologies hold promise in terms of increasing the quality of life for older people. However, successful use of technology by older adults is predicated on systems that are designed to accommodate the needs and preferences of this user group. This paper discusses the implications of age-related changes in cognition for system design. Generally, the existing literature shows that, although older adults are willing to use technology, many report usability problems with existing systems and these problems may in part be due to the cognitive and perceptual demands placed on the user. These findings are discussed in terms of guidelines for system design.  相似文献   

9.
10.
This study develops a comprehensive model and questionnaire to measure Taiwanese older adults’ individual information technology ability. The instrument in this study consists of 13 items across 3 factors and serves as a reliable, valid, and useful measure for assessing older adults’ information technology ability. In total, 396 usable responses are obtained from 231 male and 165 female participants, where the average age was 71.66. Drawing on some of the key factors that influence older adults’ information technology ability, this article offers a new perspective on this multifaceted topic. The results provide evidence of the dimensionality, reliability, and validity of older adults’ abilities in terms of information technology.  相似文献   

11.
The increased use of computer technology in most occupations means that many middle-aged and older workers who lack computer experience will need to acquire skills to interact with this technology. This study examined age-group differences in learning to use a text-editing system. One hundred and thirty-five females ranging in age from 25 to 70 participated in the study. They received training under one of three training conditions: instructor-based, online or manual-based. Age differences were assessed by comparing performance on criterion tasks. Results indicated significant differences among the groups in learning success, younger learners being the most successful. There were no significant age by training interactions. The findings indicate a need to develop more effective training strategies to teach older learners to use computer technologies. They also indicate the need for changes in system design because computer applications are difficult for novice users to learn.  相似文献   

12.
We describe the future technology workshop (FTW), a method whereby people with everyday knowledge or experience in a specific area of technology use (such as using digital cameras) envision and design the interactions between current and future technology and activity. Through a series of structured workshop sessions, participants collaborate to envisage future activities related to technology design; build models of the contexts of use for future technologies; act out scenarios of use for their models; re-conceive their scenarios in relation to present-day technologies; list problems with implementing the scenarios; explore the gap between current and future technology and activity; and end by listing requirements for future technology. The method has been used successfully with children and adults to explore new technology–activity systems, including interacting with digital photographs and informal science learning.  相似文献   

13.
This experiment examines the effect that computer experience and various combinations of feedback (auditory, haptic, and/or visual) have on the performance of older adults completing a drag-and-drop task on a computer. Participants were divided into three computer experience groups, based on their frequency of use and breadth of computer knowledge. Each participant completed a series of drag-and-drop tasks under each of seven feedback conditions (three unimodal, three bimodal, one trimodal). Performance was assessed using measures of efficiency and accuracy. Experienced users responded well to all multimodal feedback while users without experience responded well to auditory-haptic bimodal, but poorly to haptic-visual bimodal feedback. Based on performance benefits for older adults seen in this experiment, future research should extend investigations to effectively integrate multimodal feedback into GUI interfaces in order to improve usability for this growing and diverse user group.  相似文献   

14.
In the past, most studies used the technology acceptance model (TAM) to survey the subjective perception of users in using information technology. The usability test was also used to assess the ease of use of user interfaces. This study introduces a conceptual framework to explore the relationship between user’s beliefs of TAM and usability testing attributes. Usability testing was conducted on an eCampus learning system with a mobile device. TAM data was collected from the participants for analyzing a possible relationship. The findings of this study reveal that TAM results contradict the usability test results in certain areas. The focus of our proposed research model is supported from the causality between perceived ease of use and usability; however, the correlation between perceived usefulness and usability remains unclear.  相似文献   

15.
联邦学习是一种新兴的分布式机器学习技术,通过将训练任务下放到用户端,仅将训练得到的模型参数发送给服务端,整个过程并不需要参与方直接共享数据,从而很大限度上规避了隐私问题.然而,这种学习模式中移动用户间没有预先建立信任关系,用户之间进行合作训练时会存在安全隐患.针对上述问题,提出一种基于信誉评估机制和区块链的移动网络联邦...  相似文献   

16.
This research examines consumers' information acquisition and preference for labels of a simulated over-the-counter (OTC) medication. Twelve otherwise identical OTC drug bottles were compared with different back labels varying in (a) print size, (b) amount of white space between text, and (c) label design (standard vs extended/pull-out). A no back label condition served as a control. Older (mean age=77.7 years) and younger (mean age=21 years) adults were given one of the 12 bottles and asked to perform one of two information acquisition tasks: (a) they examined the bottle for 3 minutes and then completed a questionnaire with the bottle absent, or (b) they answered the same questionnaire while the bottle was present. Afterwards, participants were given all of the bottles and asked to rank them according to perceived readability. The younger adults' information acquisition performance was significantly better than the older adults' for all label conditions except the control condition where both groups' low performance did not differ. Specifically, the older adults' performance was significantly better in the medium and large print conditions than in the small print conditions--with the latter conditions not differing from the control condition. Younger adults showed no performance differences among the different print-size conditions. No substantial effects on knowledge acquisition performance from the white space manipulations were found. However, the perceived readability ranks showed that both groups preferred larger print size and white space. The white space effect was smaller than for print size, particularly for older adults. The extended/pull-out label design was facilitative for older adults in that it allowed the use of larger print. The results suggest that older consumers may be unable to acquire information in the 'fine' print frequently found in various kinds of product literature.  相似文献   

17.
Computer communication as an aid to independence for older adults   总被引:1,自引:0,他引:1  
Computer and communication technologies offer the potential of improving die quality of life for older people by providing them with links to information and services outside of the home. This study examined die feasibility of older people using an electronic text message system to perform routine communication tasks. In addition information was gathered to identify design parameters which facilitate the interactions of older people with such computer based systems. A specialized and simplified 'communication computer' was placed in the homes of 36 older women, aged 50-95 years. The system was provided with: a simple text-editor, basic electronic mail functions and access to news/ weather, movie reviews, and health information. Both performance data and user preference data were collected. Results indicated that the participants liked using the system, were able to use it with minimal difficulty, and that it provided a valuable means for social interaction and mental stimulation. The findings suggest that computer-based systems can be a valuable support tool for older adults if they are easy to use, and provide applications that are useful for them.  相似文献   

18.
Older Adults Talk Technology: Technology Usage and Attitudes   总被引:2,自引:0,他引:2  
Older adults (n = 113) participated in focus groups discussing their use of and attitudes about technology in the context of their home, work, and healthcare. Participants reported using a wide variety of technology items, particularly in their homes. Positive attitudes (i.e., likes) outnumbered negative attitudes (i.e., dislikes), suggesting that older adults perceive the benefits of technology use to outweigh the costs of such use. Positive attitudes were most frequently related to how the technology supported activities, enhanced convenience, and contained useful features. Negative attitudes were most frequently associated with technology creating inconveniences, unhelpful features, as well as security and reliability concerns. Given that older adults reported more positive than negative attitudes about the technologies they use, these results contradict stereotypes that older adults are afraid or unwilling to use technology. These findings also highlight the importance of perceived benefits of use and ease of use for models of technology acceptance. Emphasizing the benefits of technology in education and training programs may increase future technology adoption.  相似文献   

19.
This paper explores the use of Activity Theory for the evaluation of user behaviour in immersive virtual environments. Specifically, the study of user behaviour focuses on interactivity, which is argued to be one of the most important processes that take place between a user and the system in virtual reality. The ultimate intention is to study the role and the effect of interactivity on learning and conceptual change and to examine how interaction and conceptual learning are related in the context of virtual environments developed primarily for informal educational settings. As a first step to this study, a set of exploratory experiments was carried out with children aged 7–12. The children were asked to complete tasks, such as the assembly of ancient columns from parts, which were designed to promote constructivist learning and explore the methods of carrying out in-depth experiments with children. This paper describes the analysis of these exploratory case studies from an Activity Theory perspective.
Maria RoussouEmail: URL: http://www.cs.ucl.ac.uk/staff/M.Roussou/research/
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20.
魏鹏飞  曾碧  汪明慧  曾安 《软件学报》2022,33(11):4192-4216
口语理解是自然语言处理领域的研究热点之一,应用在个人助理、智能客服、人机对话、医疗等多个领域.口语理解技术指的是将机器接收到的用户输入的自然语言转换为语义表示,主要包含意图识别、槽位填充这两个子任务.现阶段,使用深度学习对口语理解中意图识别和槽位填充任务的联合建模方法已成为主流,并且获得了很好的效果.因此,对基于深度学习的口语理解联合建模算法进行总结分析具有十分重要的意义.首先介绍了深度学习技术应用到口语理解的相关工作,然后从意图识别和槽位填充的关联关系对现有的研究工作进行剖析,并对不同模型的实验结果进行了对比分析和总结,最后给出了未来的研究方向及展望.  相似文献   

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