Designing a Tangible User Interface (TUI) for the Elderly Based on Their Motivations and Game Elements
Abstract
:1. Introduction
2. Background
2.1. Elderly People
- The disadvantages of and concerns about using technologies and tablets.
- The advantages and potential of technologies and tablets.
- Skepticism and mixed feelings about technology and tablets.
2.2. Older Adults’ Motivation When Using Game-Based Systems
2.3. Tangible User Interfaces (TUIs)
2.4. Pervasive Games
3. Methodology
3.1. Design Considerations
3.2. Game Design: Memories Chest
3.3. Evaluation Heuristics
4. Results
4.1. Potential Design Problems
4.2. Playability Evaluation: Degree of Pervasiveness
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Appendix B
Appendix C
Appendix D
Appendix E
Appendix F
References
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Id | Heuristic |
---|---|
M01 | Participation in the game experience |
M02 | Intergenerational activity in the game experience |
M03 | Recognition in the game experience |
M04 | Friendly interaction in the game experience |
M05 | Adaptation and customization in the game experience |
M06 | Use of the game experience |
M07 | Competitiveness in the game experience |
M08 | Achieve flow in the game experience |
M09 | Affinity with personal tastes and interests in the game experience |
M10 | Familiarity with the context presented in the game experience |
M11 | Technological familiarity presented in the game experience |
M12 | Sense in the game experience |
M13 | Social interaction in the game experience |
M14 | Improved health in the game experience |
M15 | Learning in the game experience |
Id | Heuristic |
---|---|
E01 | Aesthetically pleasing and minimalist visual environments |
E02 | Immersive sounds that represent the actions performed |
E03 | Safe and adjustable interactions |
E04 | Constant support and feedback to guide and instruct |
E05 | Provide purpose and highlight benefits |
E06 | Rules, difficulty, and social interaction |
E07 | Pleasant and user-friendly technologies |
E08 | Narrative is expansive and makes sense |
E09 | Ethics and security in the game experience |
Problem Definition | Comments/Explanations | Heuristic |
---|---|---|
Weak encouragement of intergenerational participation | It is not explicitly seen in the game interface as inviting an intergenerational activity, although tacitly it can be played by any group of people. | M02 |
Lack of elements oriented to recognition | Although when an answer is correct, the message “Correct!” appears in green and is highlighted, there is no audible warning, like a sound signal, to highlight the action that has been performed correctly. | M03 |
No visual or audio changes during the course of the game | The course of the game can become a bit monotonous as there are no image or sound changes. | M08 |
The name of the game is in a different language from the game language | The title of the game is in English and should be in Spanish so that it is clear and understandable for older adults. | M10 |
Incompatibility of tastes | The application settings are unique for all players, making customization impossible in group games. | M09 |
Problem Definition | Comments/Explanations | Heuristic |
---|---|---|
Application executes an action different from the purpose of the selected one | In the number of players per team, pressing the button 3 persons marks 2. | E05 |
Monotonous sounds | Sounds are monotonous during the course of the game. | E02 |
No configuration of visual elements | Although there is a configuration button, it does not show elements to change the visuals. | E01 |
Inability to change name after wrong name entry | Once a game has started, it is not possible to change the name entered; this may be a mistake considering the physical abilities of some older adults. The impossibility of solving a problem that is present throughout the game can lead to feelings of frustration. | E03 |
Confrontational questions | The incorporation of historical questions referring to the political ideals of some participants can result in debates that interrupt the experience. This problem may be related to the age range and background of the participants. | E09 |
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Salazar-Cardona, J.A.; Cano, S.; Gutiérrez-Vela, F.L.; Arango, J. Designing a Tangible User Interface (TUI) for the Elderly Based on Their Motivations and Game Elements. Sensors 2023, 23, 9513. https://doi.org/10.3390/s23239513
Salazar-Cardona JA, Cano S, Gutiérrez-Vela FL, Arango J. Designing a Tangible User Interface (TUI) for the Elderly Based on Their Motivations and Game Elements. Sensors. 2023; 23(23):9513. https://doi.org/10.3390/s23239513
Chicago/Turabian StyleSalazar-Cardona, Johnny Alexander, Sandra Cano, Francisco Luis Gutiérrez-Vela, and Jeferson Arango. 2023. "Designing a Tangible User Interface (TUI) for the Elderly Based on Their Motivations and Game Elements" Sensors 23, no. 23: 9513. https://doi.org/10.3390/s23239513
APA StyleSalazar-Cardona, J. A., Cano, S., Gutiérrez-Vela, F. L., & Arango, J. (2023). Designing a Tangible User Interface (TUI) for the Elderly Based on Their Motivations and Game Elements. Sensors, 23(23), 9513. https://doi.org/10.3390/s23239513