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Active aging technologies are increasingly designed to support an active lifestyle. However, the way in which they are designed can raise different barriers to acceptance of and use by older adults. Their designers can adopt a negative stereotype of aging. Thorough understanding of user requirements is central to this problem. This paper investigates user requirements for technologies that encourage an active lifestyle and provide older people with the means to self-manage their physical, mental, and emotional health. This requires consideration of the person and the sociotechnical context of use. We describe our work in collecting and analyzing older adults requirements for a technology which enables an active lifestyle. The main contribution of the paper is a model of user requirements for inclusive technology for older people.
Voice User Interfaces (VUIs) owing to recent developments in Artificial Intelligence (AI) and Natural Language Processing (NLP), are becoming increasingly intuitive and functional. They are especially promising for older adults, also with special nee
Delivery of digital behaviour change interventions which encourage physical activity has been tried in many forms. Most often interventions are delivered as text notifications, but these do not promote interaction. Advances in conversational AI have
In this exploratory study, we examine the possibilities of non-invasive Brain-Computer Interface (BCI) in the context of Smart Home Technology (SHT) targeted at older adults. During two workshops, one stationary, and one online via Zoom, we researche
In this paper we present the results of an exploratory study examining the potential of voice assistants (VA) for some groups of older adults in the context of Smart Home Technology (SHT). To research the aspect of older adults interaction with voice
In this paper we report on a study conducted with a group of older adults in which they engaged in participatory design workshops to create a VR ATM training simulation. Based on observation, recordings and the developed VR application we present the