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Mobile and Wearable Interaction for the Elderly.
How Do Users Interact With Mobile Devices? An Analysis of Handheld Positions for Different Technology Generations
Movement Analysis for Improving Older Adults’ Performances in HCI: Preliminary Analysis of Movements of the Users’ Wrists during Tactile Interaction. -Investigation into the Discrepancies Between Writing on Paper and Writing on a Touchscreen Device. -A Conceptual Design for a Smart Photo Album Catered to the Elderly. -Development of a User Experience Evaluation Framework for Wearable Devices. -A Field Experiment on Capabilities Involved in Mobile Navigation Task. –Shape Design and Exploration of 2D and 3D Graphical Icons.
The Effects of the Transparency of the Guiding Diagrams on the Phone Interface for the Elderly.
Aging and Social Media.
Exploring Storytelling for Digital Memorialization. -My Interests, my Activities: Learning from an Intergenerational Comparison of Smartwatch Use. -Understanding the Motivations of Online Community Users
A Comparison between Younger and Older People.
Visual Representations of Digital Connectivity in Everyday Life
Novel Functional Technologies for Age-friendly E-commerce.
Participatory Human-Centered Design of a Feedback Mechanism within the Historytelling System. -Research on New Media Usage Behaviors, Influencing Factors and Social Contact Mode of the Elderly.
Online Privacy Perceptions of Older Adults.
Examining the Factors Influencing Elders' Knowledge Sharing Behavior in Virtual Communities
Silver and Intergenerational Gaming
Digital Gaming Perceptions Among Older Adult Non-Gamers. -My grandpa and I “gotta catch ‘em all.” A research design on intergenerational gaming focusing on Pokémon Go. – Socioemotional Benefits of Digital Games for Older Adults
Exergaming: Meaningful Play for Older Adults
Pass the Control(ler): Shifting of Power in Families through Intergenerational Gaming. -A Mature Kind of Fun? Exploring Silver Gamers‘ Motivation to Play Casual Games – Results from a Large-Scale Online Survey. -Employing a User-Centered Design Process to Create a Multiplayer Online Escape Game for Older Adults.
Social Interaction between Older Adults (80+) and Younger People during Intergenerational Digital Gameplay
Health Care and Assistive Technologies and Services for the Elderly.
Distributed User Interfaces for Poppelreuter and Raven visual tests.
Adaptation of the Model for Assessment of Telemedicine (MAST) for IoT Telemedicine Services.
Harvesting Assistive Technology Vocabularies: Methods and Results from a Pilot Study
Understanding Acceptance Factors for Using E-Care Systems and Devices: Insights from a Mixed-Method Intervention Study in Slovenia
Sensor-Driven Detection of Social Isolation in Community-Dwelling Elderly. -Understanding Middle-Aged and Elderly Taiwanese People’s Acceptance of the Personal Health Information System for Self-Health Management
To Capture the Diverse Needs of Welfare Technology Stakeholders – Evaluation of a Value Matrix. -Technology and Service Usage among Family Caregivers
Change in the Relationship between the Elderly and Information Support Robot System Living Together
Digital Storytelling and Dementia. -From Noticing to Suspecting: The Initial Stages in the Information Behaviour of Informal Caregivers of People with Dementia
Usability Evaluation on User Interface of Electronic Wheelchair
Fall Detection based on Skeleton Data.
Aging and Learning, Working and Leisure
The STAGE Project: Tailored Cultural Entertainment for Older Adults via Streaming Technology
Facilitating Remote Communication between Senior Communities with Telepresence Robots
Reopening the Black Box of Career Age and Research Performance.
Intergenerational Techno-Creative Activities in a Library Fablab.
‘Industrie 4.0’ and an Aging Workforce – A Discussion from a Psychological and a Managerial Perspective
Towards Extracting Recruiters’ Tacit Knowledge based on Interactions with a Job Matching System.
The Influence of Mental Model Similarity on User Performance: Comparing Older and Younger Adults.
How Do Users Interact With Mobile Devices? An Analysis of Handheld Positions for Different Technology Generations
Movement Analysis for Improving Older Adults’ Performances in HCI: Preliminary Analysis of Movements of the Users’ Wrists during Tactile Interaction. -Investigation into the Discrepancies Between Writing on Paper and Writing on a Touchscreen Device. -A Conceptual Design for a Smart Photo Album Catered to the Elderly. -Development of a User Experience Evaluation Framework for Wearable Devices. -A Field Experiment on Capabilities Involved in Mobile Navigation Task. –Shape Design and Exploration of 2D and 3D Graphical Icons.
The Effects of the Transparency of the Guiding Diagrams on the Phone Interface for the Elderly.
Aging and Social Media.
Exploring Storytelling for Digital Memorialization. -My Interests, my Activities: Learning from an Intergenerational Comparison of Smartwatch Use. -Understanding the Motivations of Online Community Users
A Comparison between Younger and Older People.
Visual Representations of Digital Connectivity in Everyday Life
Novel Functional Technologies for Age-friendly E-commerce.
Participatory Human-Centered Design of a Feedback Mechanism within the Historytelling System. -Research on New Media Usage Behaviors, Influencing Factors and Social Contact Mode of the Elderly.
Online Privacy Perceptions of Older Adults.
Examining the Factors Influencing Elders' Knowledge Sharing Behavior in Virtual Communities
Silver and Intergenerational Gaming
Digital Gaming Perceptions Among Older Adult Non-Gamers. -My grandpa and I “gotta catch ‘em all.” A research design on intergenerational gaming focusing on Pokémon Go. – Socioemotional Benefits of Digital Games for Older Adults
Exergaming: Meaningful Play for Older Adults
Pass the Control(ler): Shifting of Power in Families through Intergenerational Gaming. -A Mature Kind of Fun? Exploring Silver Gamers‘ Motivation to Play Casual Games – Results from a Large-Scale Online Survey. -Employing a User-Centered Design Process to Create a Multiplayer Online Escape Game for Older Adults.
Social Interaction between Older Adults (80+) and Younger People during Intergenerational Digital Gameplay
Health Care and Assistive Technologies and Services for the Elderly.
Distributed User Interfaces for Poppelreuter and Raven visual tests.
Adaptation of the Model for Assessment of Telemedicine (MAST) for IoT Telemedicine Services.
Harvesting Assistive Technology Vocabularies: Methods and Results from a Pilot Study
Understanding Acceptance Factors for Using E-Care Systems and Devices: Insights from a Mixed-Method Intervention Study in Slovenia
Sensor-Driven Detection of Social Isolation in Community-Dwelling Elderly. -Understanding Middle-Aged and Elderly Taiwanese People’s Acceptance of the Personal Health Information System for Self-Health Management
To Capture the Diverse Needs of Welfare Technology Stakeholders – Evaluation of a Value Matrix. -Technology and Service Usage among Family Caregivers
Change in the Relationship between the Elderly and Information Support Robot System Living Together
Digital Storytelling and Dementia. -From Noticing to Suspecting: The Initial Stages in the Information Behaviour of Informal Caregivers of People with Dementia
Usability Evaluation on User Interface of Electronic Wheelchair
Fall Detection based on Skeleton Data.
Aging and Learning, Working and Leisure
The STAGE Project: Tailored Cultural Entertainment for Older Adults via Streaming Technology
Facilitating Remote Communication between Senior Communities with Telepresence Robots
Reopening the Black Box of Career Age and Research Performance.
Intergenerational Techno-Creative Activities in a Library Fablab.
‘Industrie 4.0’ and an Aging Workforce – A Discussion from a Psychological and a Managerial Perspective
Towards Extracting Recruiters’ Tacit Knowledge based on Interactions with a Job Matching System.
The Influence of Mental Model Similarity on User Performance: Comparing Older and Younger Adults.