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“I left my legacy, told my story”: Understanding Older Adults’ Tracking Practices to Promote Active Aging
16 references·2 citing·49 second hop
“I left my legacy, told my story”: Understanding Older Adults’ Tracking Practices to Promote Active Aging (2023)“I left my legacy, told my story”: Unders…Chronically Under-Addressed: Considerations for HCI Accessibility Practice with Chronically Ill People (2022)Chronically Under-Addressed: …Understanding Technology Preferences and Requirements for Health Information Technologies Designed to Improve and Maintain the Mental Health and Well-Being of Older Adults: Participatory Design Study (2021)Understanding Technology Pref…World Population Ageing 2019 (2020)World Population Ageing 2019Comparison of Mobile Health Technology Use for Self-Tracking Between Older Adults and the General Adult Population in Canada: Cross-Sectional Survey (2020)Comparison of Mobile Health T…Tracked and fit: FitBits, brain games, and the quantified aging body (2018)Tracked and fit: FitBits, bra…Designing Health and Fitness Apps with Older Adults (2018)Designing Health and Fitness …Senior Care for Aging in Place (2017)Senior Care for Aging in PlaceOlder Adults’ Experiences Using a Commercially Available Monitor to Self-Track Their Physical Activity (2016)Older Adults’ Experiences Usi…Local Standards for Sample Size at CHI (2016)Local Standards for Sample Si…The Messaging Kettle (2015)The Messaging KettleUnderstanding digital and material social communications for older adults (2014)Understanding digital and mat…Dispelling ageing myths in technology design (2013)Dispelling ageing myths in te…Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Fish’n’Steps: Encouraging Phy…The Mature Mind: The Positive Power of the Aging Brain (2005)The Mature Mind: The Positive…Possessions and the Extended Self (1988)Possessions and the Extended …Identity and the Life Cycle. (1966)Identity and the Life Cycle.HCI and Older Adults: The Critical Turn and What Comes Next (2025)HCI and Older Adults: The Cri…Redefining Activity Tracking Through Older Adults' Reflections on Meaningful Activities (2024)Redefining Activity Tracking …Self-efficacy mechanism in human agency. (1982)The transtheoretical model of behavior change: a meta-analysis of applications to physical activity and exercise (2001)An Overview of Serious Games (2014)Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity (2014)Digital Behaviour Change Interventions to Break and Form Habits (2018)Digital Family Portrait Field Trial (2005)Designing for Elders: Exploring the Complexity of Relationships in Later Life (2008)Participation in design things (2008)Older People Inventing their Personal Internet of Things with the IoT Un-Kit Experience (2019)Understanding Older Adults' Participation in Design Workshops (2020)Older Adults Imagining Future Technologies in Participatory Design Workshops: Supporting Continuity in the Pursuit of Meaningful Activities (2024)Older Adults' Views of “Successful Aging”—How Do They Compare with Researchers' Definitions? (2004)Digital game design for elderly users (2007)Habits make smartphone use more pervasive (2011)When we talk about older people in HCI, who are we talking about? Towards a ‘turn to community’ in the design of technologies for a growing ageing population (2017)A systematic review of gamification techniques applied to elderly care (2020)Ageism in the era of digital platforms (2020)The Principles of Psychology (1891)Purity and Danger: An Analysis of Concepts of Pollution and Taboo (1967)Attachment and Loss (1969)Dimensions of Brand Personality (1997)Whence Consumer Loyalty? (1999)Whence Consumer Loyalty? (1999)Understanding Media: The Extensions of Man (1964)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)The Strength of Weak Ties: A Network Theory Revisited (1983)“There’s Not Enough Knowledge Out There”: Examining Older Adults’ Perceptions of Digital Technology Use and Digital Inclusion Classes (2017)"Phantom Friend" or "Just a Box with Information" (2019)Interrogating Social Virtual Reality as a Communication Medium for Older Adults (2019)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Diffusion of Innovations, 5th Edition (2003)Which Behaviour Change Techniques Are Most Effective at Increasing Older Adults’ Self-Efficacy and Physical Activity Behaviour? A Systematic Review (2014)Activity Monitors as Support for Older Persons’ Physical Activity in Daily Life: Qualitative Study of the Users’ Experiences (2018)Comparing the Usability and Acceptability of Wearable Sensors Among Older Irish Adults in a Real-World Context: Observational Study (2020)Gamification for Older Adults: A Systematic Literature Review (2020)The Essential Guide to Effect Sizes (2010)The weirdest people in the world? (2010)The Experience Sampling Method on Mobile Devices (2017)Characterising and justifying sample size sufficiency in interview-based studies: systematic analysis of qualitative health research over a 15-year period (2018)Reliability and Inter-rater Reliability in Qualitative Research (2019)Wired to Connect: Neuroscience, Relationships, and Therapy (2007)Four decades of Universities of the Third Age: past, present, future (2012)What Is Intelligence?: Beyond the Flynn Effect (2012)Taking risky opportunities in youthful content creation: teenagers' use of social networking sites for intimacy, privacy and self-expression (2008)Understanding teacher identity: an overview of issues in the literature and implications for teacher education (2009)Who Am I and What Am I Going to Do With My Life? Personal and Collective Identities as Motivators of Action (2009)Tax and fiscal policies after the COVID-19 crisis (2021)Older People in Advertising (2022)Design Guidelines of Mobile Apps for Older Adults: Systematic Review and Thematic Analysis (2023)
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References

  • 1988Possessions and the Extended Self9,050 cited
  • 1966Identity and the Life Cycle.2,238 cited
  • 2006Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game853 cited
  • 2016Local Standards for Sample Size at CHI656 cited
  • 2020World Population Ageing 2019486 cited
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  • 2016Older Adults’ Experiences Using a Commercially Available Monitor to Self-Track Their Physical Activity146 cited
  • 2014Understanding digital and material social communications for older adults140 cited
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  • 2021Understanding Technology Preferences and Requirements for Health Information Technologies Designed to Improve and Maintain the Mental Health and Well-Being of Older Adults: Participatory Design Study112 cited
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  • 2020Comparison of Mobile Health Technology Use for Self-Tracking Between Older Adults and the General Adult Population in Canada: Cross-Sectional Survey86 cited
  • 2022Chronically Under-Addressed: Considerations for HCI Accessibility Practice with Chronically Ill People81 cited
  • 2018

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Tracked and fit: FitBits, brain games, and the quantified aging body
74 cited
  • 2017Senior Care for Aging in Place60 cited
  • Cited by

    • 2024Redefining Activity Tracking Through Older Adults' Reflections on Meaningful Activities17 cited
    • 2025HCI and Older Adults: The Critical Turn and What Comes Next15 cited