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Designing Displays for Older Adults
0 references·16 citing·56 second hopsampled
Designing Displays for Older Adults (2010)Designing Displays for Older AdultsUsing the Kano model to analyze the user interface needs of middle-aged and older adults in mobile reading (2021)Using the Kano model to analy…An empirical study investigating the user acceptance of a virtual conversational agent interface for family health history collection among the geriatric population (2020)An empirical study investigat…Development and Comparison of Customized Voice-Assistant Systems for Independent Living Older Adults (2019)Development and Comparison of…Older Adults and Crowdsourcing (2018)Older Adults and CrowdsourcingEnhancing social engagement of older adults through technology (2018)Enhancing social engagement o…Touch interaction with Google Glass – Is it suitable for older adults? (2017)Touch interaction with Google…Medication Management Apps: Usable by Older Adults? (2017)Medication Management Apps: U…Designing Home-Based Telemedicine Systems for the Geriatric Population: An Empirical Study (2017)Designing Home-Based Telemedi…Human Factors Analysis, Design, and Evaluation of Engage, a Consumer Health IT Application for Geriatric Heart Failure Self-Care (2016)Human Factors Analysis, Desig…Design Recommendations for Recreational Systems Involving Older Adults Living With Dementia (2016)Design Recommendations for Re…KoalaPhone: touchscreen mobile phone UI for active seniors (2015)KoalaPhone: touchscreen mobil…Integrating Universal Design (UD) Principles and Mobile Design Guidelines to Improve Design of Mobile Health Applications for Older Adults (2014)Integrating Universal Design …Enhancing typing performance of older adults on tablets (2014)Enhancing typing performance …Self-Management of Wellness and Illness in an Aging Population (2013)Self-Management of Wellness a…Exploring middle-aged and older adults’ sources of Internet self-efficacy: A case study (2013)Exploring middle-aged and old…Putting Fun into Video Games for Older Adults (2012)Putting Fun into Video Games …Self-efficacy: Toward a unifying theory of behavioral change. 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(1977)Self-Efficacy: The Exercise of Control (1999)Predictors in starting and stopping Internet use between 2002 and 2012 by Dutch adults 65 years and older (2017)Toward a framework for strengthening participants' self-efficacy in online education (2020)The effect of self-efficacy and self-set grade goals on academic outcomes (2024)Older adults' use of information and communications technology in everyday life (2003)Designing for Older Adults (2004)Older adults talk technology: Technology usage and attitudes (2010)Development of Universal Design Mobile Interface Guidelines (UDMIG) for Aging Population (2016)Elderly Users and Their Main Challenges Usability with Mobile Applications: A Systematic Review (2019)Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach (2021)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)GameFlow (2005)Increase Physical Fitness and Create Health Awareness through Exergames and Gamification (2013)On the Application of Motivation Theory to Human Factors/Ergonomics (2014)What Older People Like to Play: Genre Preferences and Acceptance of Casual Games (2017)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)Identifying Potential Usability Challenges for Xbox 360 Kinect Exergames for Older Adults (2014)Design Considerations for Technology Interventions to Support Social and Physical Wellness for Older Adults with Disability (2016)Successful Aging1 (1961)Technology Studies to Meet the Needs of People With Dementia and Their Caregivers (2008)Ability-Based Design (2011)Sentic (2019)Making Space for Social Sharing: Insights from a Community-Based Social Group for People with Dementia (2020)LivingMoments: Bespoke Social Communication for People living with Dementia and their Relatives (2022)Continual Permutations of Action. (1994)Using Reflexivity to Optimize Teamwork in Qualitative Research (1999)Going Remote—Demonstration and Evaluation of Remote Technology Delivery and Usability Assessment With Older Adults: Survey Study (2021)Helping the Helpers – A research protocol for user-centered technology to aid caregiver management of medications for people with Alzheimer's disease and related dementias (2022)Interaction and Design Barriers for Older Adults in Food Delivery Apps: A Usability Study (2024)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)Understanding the potential of technology to support enhanced activities of daily living (EADLs) (2020)Conversational Affective Social Robots for Ageing and Dementia Support (2021)Technology-Mediated Enrichment in Aged Care: Survey and Interview Study (2022)‘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)Attractive Quality and Must-Be Quality (1984)The handbook of aging and cognition (1992)The Motivation to Work (2017)Exploration and Study of the Factors Influencing Users’ Adoption of Games for Fitness Behavior (2022)How to Promote Online Education through Educational Software—An Analytical Study of Factor Analysis and Structural Equation Modeling with Chinese Users as an Example (2022)User-Centered Design Strategies for Age-Friendly Mobile News Apps (2024)Designing for Older Adults (2010)A Biography of the Pew Research Center’s Internet & American Life Project (2012)A design framework of a smartphone user interface for elderly users (2022)The impact of different age-friendly smart home interface styles on the interaction behavior of elderly users (2022)Designing an age-friendly conversational AI agent for mobile banking: the effects of voice modality and lip movement (2024)
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  • 2012Putting Fun into Video Games for Older Adults90 cited
  • 2014Integrating Universal Design (UD) Principles and Mobile Design Guidelines to Improve Design of Mobile Health Applications for Older Adults49 cited
  • 2016Human Factors Analysis, Design, and Evaluation of Engage, a Consumer Health IT Application for Geriatric Heart Failure Self-Care47 cited
  • 2013Exploring middle-aged and older adults’ sources of Internet self-efficacy: A case study44 cited
  • 2013Self-Management of Wellness and Illness in an Aging Population42 cited
  • 2018Enhancing social engagement of older adults through technology40 cited
  • 2019Development and Comparison of Customized Voice-Assistant Systems for Independent Living Older Adults32 cited
  • 2021Using the Kano model to analyze the user interface needs of middle-aged and older adults in mobile reading32 cited
  • 2015KoalaPhone: touchscreen mobile phone UI for active seniors32 cited
  • 2016Design Recommendations for Recreational Systems Involving Older Adults Living With Dementia28 cited
  • 2017Designing Home-Based Telemedicine Systems for the Geriatric Population: An Empirical Study28 cited
  • 2014Enhancing typing performance of older adults on tablets26 cited
  • 2017Medication Management Apps: Usable by Older Adults?25 cited

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  • 2018Older Adults and Crowdsourcing23 cited
  • 2020An empirical study investigating the user acceptance of a virtual conversational agent interface for family health history collection among the geriatric population20 cited
  • 2017Touch interaction with Google Glass – Is it suitable for older adults?20 cited