Interaction Design for Elderly

Topics: Old age, Design, Mobile phone Pages: 7 (2282 words) Published: December 26, 2012



Prepared for :
Puan Rogayah Abdul Majid

Prepared by :
Sharifah Nadia Syed Khastudin
Student Id : 2011343811
Date : 29th September 2012

Senior-Friendly Technologies
Interaction Design for Senior Users

Henry Been-Lirn Duh (Author 1), Ellen Yi-Luen Do (Author 2), Mark Billinghurts (Author 3), Francis Quek ( Author 4) and Vivian Chen Hsueh-Hua ( Author 5) Sharifah Nadia BT Syed Khastudin: Faculty of Computer and Mathematical Sciences,

Interaction design in Human Computer Interaction means to produce a product that can support human being in their everyday tasks and daily life. Human being can be classified into many categories and this paper currently specific only for a Senior Citizen or in another word is Elderly. The elderly represent a people who can benefit a technology from a health application or even playing games online through mobile phone or desktop. But from the technology these days we can see that most of the applications or even the hardware are most towards young generations which shows that the attention towards the elderly has not been considered at all. In this paper the authors were focusing on how the elderly consume their mobile phone games. This is due to most of the elderly use at least one mobile phone each and will only use it for call and message purposes. By conducting a study on this matter at least the industry knows how to make their product more interactive towards their potential customer including the elderly. Mobile games design , technology , elderly , mobile phone , design , games I. INTRODUCTION

According to the United Nation (UN), the age for elderly was 60 years old and above. While there are generally used a definitions of elderly age, there is no universal conformity on the age at which a person becomes old. The familiar call of a calendar age to mark the starting point of old age assumes similarity with natural age, however at the same time, it is generally acknowledged that these two are not necessarily identical.[1] Even though the world population ageing is currently increasing, the technology still need to be used by the senior citizens. Being part of the technology users, the needs of this group of people should be taken into consideration. Hence, a study has been conducted to introduce a human-centered methodology for pioneering a game play, according to the ethnographic principles and participatory design. This methodology was applied in a project for designing game concepts for and with senior citizens. The study started off by observing and exploring their usual haunt, researching what positive experiences arise in their daily life. These observed passions then become the input for brainstorming activity between the senior citizen and the IT researchers. The seniors and researcher generated the game-ideas together and, as a result, co-designed the selected ideas into the game ideas. The outcomes of this methodology are stimulating game concepts, directly transplant on the passions and admirations of the senior towards what they have been contributed. [2] From this thoughts, the researcher will get vital elements on how to produce something that can represent the meaning of significant fun from the eyes of the senior citizens. II.ISSUES

Most of the time the problem faced by the seniors were the phone features which was giving a difficulties to them when they are in the middle of excitement. Due to this matter it will caused a discouragement and makes them feels abandoned. The studies from Wijnand & Herman [3] is to look further than the traditional perception of usability requirements dictate by age-related functional restrictions, regarding the design opportunities that prevail to create digital games that will suggest attractive content shared with an...

References: [3] Ijsselsteijn, W. & al. (2007). Digital game design
elderly users
[4] Druin, A. (1999). Cooperative inquiry: developing
new technologies for children with children
[5] Mubin, O., Shahid, S., & Al Mahmud, A., 2008.
[7] Gamberini, L., & al. (2006). Cognition, technology
and games for the elderly: An introduction to
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