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Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance
5 references·1 citing·23 second hop
Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance (2019)Human Aspects of IT for the Aged Populati…Understanding Long-Term Adoption and Usability of Wearable Activity Trackers Among Active Older Adults (2019)Understanding Long-Term Adopt…The Digital Drawer: A Crowd-Sourced, Curated, Digital Archive Preserving History and Memory (2019)The Digital Drawer: A Crowd-S…Setting Up and Conducting the Co-design of an Intergenerational Digital Game: A State-of-the-Art Literature Review (2019)Setting Up and Conducting the…Interactive Drinking Gadget for the Elderly and Alzheimer Patients (2019)Interactive Drinking Gadget f…Development and Comparison of Customized Voice-Assistant Systems for Independent Living Older Adults (2019)Development and Comparison of…Internet-of-Things Skills Among the General Population: Task-Based Performance Test Using Activity Trackers (2020)Internet-of-Things Skills Amo…‘It's just like you talk to a friend’ relational agents for older adults (2005)The domesticated robot (2012)"Accessibility Came by Accident" (2018)“I Used To Carry A Wallet, Now I Just Need To Carry My Phone”: Understanding Current Banking Practices and Challenges Among Older Adults in China (2022)A Framework to Enhance User Experience of Older Adults With Speech-Based Intelligent Personal Assistants (2022)Voice Controlled Devices and Older Adults – A Systematic Literature Review (2022)The relationship between accessibility and usability of websites (2007)Effect of Web navigation style in elderly users (2015)Tech Adoption Climbs Among Older Adults (2017)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)A mobile augmented reality assistive technology for the elderly (2015)THe Innovative Reminder in Senior-Focused Technology (THIRST)—Evaluation of Serious Games and Gadgets for Alzheimer Patients (2019)Tangible Chess for Dementia Patients – Playing with Conductive 3D Printed Figures on a Touchscreen (2021)Individual Differences in Need for Cognition and Complex Problem Solving (2000)Examining individuals’ adoption of healthcare wearable devices: An empirical study from privacy calculus perspective (2016)A Personal Resource for Technology Interaction: Development and Validation of the Affinity for Technology Interaction (ATI) Scale (2018)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Uses and Gratifications Theory in the 21st Century (2000)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Digital media in intergenerational communication: Status quo and future scenarios for the grandparent–grandchild relationship (2022)Digital Na(t)ives? Variation in Internet Skills and Uses among Members of the “Net Generation” (2010)Determinants of Internet skills, uses and outcomes. A systematic review of the second- and third-level digital divide (2017)Weapons of Math Destruction: How Big Data Increases Inequality and Threatens Democracy (2017)
this work references cited by second hop

References

  • 2019Setting Up and Conducting the Co-design of an Intergenerational Digital Game: A State-of-the-Art Literature Review36 cited
  • 2019Development and Comparison of Customized Voice-Assistant Systems for Independent Living Older Adults32 cited
  • 2019Understanding Long-Term Adoption and Usability of Wearable Activity Trackers Among Active Older Adults16 cited
  • 2019Interactive Drinking Gadget for the Elderly and Alzheimer Patients14 cited
  • 2019The Digital Drawer: A Crowd-Sourced, Curated, Digital Archive Preserving History and Memory2 cited

Cited by

  • 2020Internet-of-Things Skills Among the General Population: Task-Based Performance Test Using Activity Trackers10 cited

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