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Lowering the Threshold: Reconnecting Elderly Users with Assistive Technology Through Tangible Interfaces
9 references·0 citing·47 second hop
Lowering the Threshold: Reconnecting Elderly Users with Assistive Technology Through Tangible Interfaces (2016)Lowering the Threshold: Reconnecting Elde…Characterizing the interaction design in healthy smart home devices for the elderly (2014)Characterizing the interactio…Touch-Screens and Elderly users: A Perfect Match? (2013)Touch-Screens and Elderly use…Tangible interfaces as a chance for higher technology acceptance by the elderly (2011)Tangible interfaces as a chan…Tangible Interaction on Tabletops for Elderly People (2011)Tangible Interaction on Table…Older adults, interface experience and cognitive decline (2010)Older adults, interface exper…Designing social games for children and older adults: Two related case studies (2010)Designing social games for ch…Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people (2009)Eldergames project: An innova…Touch-based user interface for elderly users (2007)Touch-based user interface fo…Using thematic analysis in psychology (2006)Using thematic analysis in ps…Groupware and social dynamics (1994)Possible implications of aging for interface designers (2000)Engaging older people using participatory design (2012)The Digital Life of Vulnerable Users: Designing with Children, Patients, and Elderly (2013)AgeCI: HCI and Age Diversity (2014)A trajectory for technology-supported elderly care work (2018)Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)Vygotsky and the Social Formation of Mind (1987)Rules of Play: Game Design Fundamentals (2003)GameFlow (2005)Co-creating games through intergenerational design workshops (2012)Impact of Serious Games on Health and Well-being of Elderly: A Systematic Review (2017)Validation of two game experience scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ) (2018)A technology acceptance model for empirically testing new end-user information systems : theory and results (1985)The impact of aging on access to technology (2006)Designing for Older Adults (2010)Technology Acceptance and Quality of Life among Older People Using a TUI Application (2019)Companionship Is Not a Function: The Effect of a Novel Robotic Object on Healthy Older Adults' Feelings of "Being-Seen" (2020)Facing with Collaborative Robots: The Subjective Experience in Senior and Younger Workers (2021)Exploring the Central Executive (1996)Is working memory still working? (2001)Designing for Older Adults (2004)The effects of cognitive ageing on use of complex interfaces (2010)Intuitive Learnability of Touch Gestures for Technology-Naive Older Adults (2014)The effects of redundancy in user-interface design on older users (2019)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Memory enhancement in healthy older adults using a brain plasticity-based training program: A randomized, controlled study (2006)Technology and Fun for a Happy Old Age (2013)Does familiarity affect the enjoyment of touchscreen games for people with dementia? (2016)A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study (2021)Increasing the opportunities for aging in place (2000)An empirical analysis of the factors driving customers’ purchase intention of green smart home products (2023)An empirical study on the collaborative usability of age-appropriate smart home interface design (2023)Research on Designing Context-Aware Interactive Experiences for Sustainable Aging-Friendly Smart Homes (2024)Computer Technology and the Older Adult (1997)VIDEO GAMES AND THE ELDERLY (1997)Improving computer interaction for older adults (2009)Embodied Interaction Design to Promote Creative Social Engagement for Older Adults (2020)Designing a Touch Screen Communication Device to Support Social Interaction amongst Older Adults (2010)Designing User Interfaces for the Elderly: A Systematic Literature Review (2017)Elderly users’ acceptance of mHealth user interface (UI) design-based culture: the moderator role of age (2019)
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References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2007Touch-based user interface for elderly users116 cited
  • 2010Designing social games for children and older adults: Two related case studies92 cited
  • 2009Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people74 cited
  • 2011Tangible interfaces as a chance for higher technology acceptance by the elderly52 cited
  • 2014Characterizing the interaction design in healthy smart home devices for the elderly39 cited
  • 2010Older adults, interface experience and cognitive decline34 cited
  • 2013Touch-Screens and Elderly users: A Perfect Match?26 cited
  • 2011Tangible Interaction on Tabletops for Elderly People11 cited

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