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E-raamat: Designing for Older Adults: Case Studies, Methods, and Tools [Taylor & Francis e-raamat]

(Khan Professor of Applied Health Sciences, University of Illinois Urbana-Champaign), , (University of Miami, Coral Gables, Florida, USA), (Florida State University, Tallahassee, USA)
  • Formaat: 162 pages, 11 Tables, black and white; 16 Line drawings, black and white; 13 Halftones, black and white
  • Sari: Human Factors and Aging Series
  • Ilmumisaeg: 28-Sep-2020
  • Kirjastus: CRC Press
  • ISBN-13: 9781315167459
  • Taylor & Francis e-raamat
  • Hind: 281,59 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 402,26 €
  • Säästad 30%
  • Formaat: 162 pages, 11 Tables, black and white; 16 Line drawings, black and white; 13 Halftones, black and white
  • Sari: Human Factors and Aging Series
  • Ilmumisaeg: 28-Sep-2020
  • Kirjastus: CRC Press
  • ISBN-13: 9781315167459
"This book shows how to solve the challenges of designing systems for older adults. A series of case studies will demonstrate the principles of good design for older adults and provide methods to evaluate those designs, all using real-world examples. Tutorials allow readers to gain hands-on experience with principles and methods outlined within the book. Data for some of the tutorials will be hosted on our website. If systems are not designed with the needs and abilities of older adults in mind, older adults may not benefit from these systems, or take full advantage of what they have to offer. In some cases, designs without consideration for older users may put their safety at risk"--

Designing for Older Adults: Case Studies, Methods, and Tools

There are many products, tools, and technologies available that could provide support for older adults. However, their success requires that they are designed with older adults in mind by being aware of, and adhering to, design principles that recognize the needs, abilities, and preferences of diverse groups of older adults. Achieving good design is a process facilitated by seeing principles and guidelines in action. Design success requires understanding how to use the methods and tools available to evaluate initial ideas and prototypes. The goal of this book is to provide illustrative "case studies" of designing for older adults based on real design challenges faced by the researchers of the Center for Research and Education on Aging and Technology Enhancement (CREATE) over the past two decades. These case studies exemplify the use of human factors tools and user-centered design principles to understand the needs of older adults, identify where existing designs failed older users, and examine the effectiveness of design changes to better accommodate the abilities and preferences of the large and growing aging population.

Features

  • Reviews important design considerations for older adults and presents a framework for design
  • Provides a series of real-world case studies to ground design principles and guidelines
  • Offers a unique set and broad array of design challenges, from the design of healthcare devices, to computer systems and apps, to transportation systems and robots
  • Gives an overview of emerging technologies, their potential benefits to older adults, anticipated design considerations, and new and emerging approaches to evaluating design
    • Covers these topics with designers in mind, providing the most up-to-date recommendations based on the scientific literature but in an accessible, easy-to-understand, non-technical manner
  • About the Authors xiii
    Chapter 1 Introduction 1(10)
    1.1 Conceptual Framework
    2(1)
    1.2 The Importance of Designing for Older Adults
    3(1)
    1.3 Understanding the Older User
    4(4)
    1.3.1 Perceptual and Cognitive Abilities
    4(1)
    1.3.2 Anthropometry, Movement Control, and Strength
    5(1)
    1.3.3 Technology Experience and Attitudes
    6(2)
    1.3.4 The Importance of Considering Variability
    8(1)
    1.4 Preview of Case Study Examples
    8(1)
    1.5 Conclusions
    8(1)
    References
    9(1)
    Additional Recommended Readings
    9(2)
    Chapter 2 Defining Older Adult User Groups 11(18)
    2.1 Older Adult User Groups
    11(1)
    2.2 Diversity of the Older Adult Population
    12(5)
    2.3 Considering Diversity of the Older Adult Population in Design
    17(1)
    2.4 Case Study 1: Electronic Health Records (EHRs)
    18(5)
    2.4.1 Research Questions
    18(1)
    2.4.2 Examining How Individual Characteristics Influence Use of a Patient Portal
    19(2)
    2.4.3 Design Value
    21(2)
    2.5 Case Study 2: A Technology-Based Caregiver Intervention Program
    23(4)
    2.5.1 Research Questions
    23(1)
    2.5.2 Designing the VideoCare System to Accommodate Individual Differences
    24(2)
    2.5.3 Design Value
    26(1)
    2.6 Conclusions
    27(1)
    References 28
    Additional Recommended Readings
    28(1)
    Chapter 3 Assessing Needs with Older Adults 29(18)
    3.1 Needs Assessment for Design
    29(1)
    3.2 Needs Assessment Techniques
    29(2)
    3.3 Case Study 1: Healthcare Applications
    31(2)
    3.3.1 Research Questions
    31(1)
    3.3.2 Illustration of Comparative App Analysis
    32(1)
    3.3.3 Design Value
    33(1)
    3.4 Case Study 2: Digital Home Assistants
    33(5)
    3.4.1 Research Questions
    33(1)
    3.4.2 Identifying Preferences for Digital Home Assistants
    33(4)
    3.4.3 Design Value
    37(1)
    3.5 Case Study 3: Design of a Personal Robot for the Home
    38(5)
    3.5.1 Research Questions
    38(1)
    3.5.2 Understanding Older Adults' Needs and Preferences for Robots
    38(4)
    3.5.3 Design Value
    42(1)
    3.6 Conclusions
    43(1)
    References
    44(1)
    Additional Recommended Readings
    44(3)
    Chapter 4 Implementing Usability Methods 47(24)
    4.1 Usability Methods
    47(5)
    4.1.1 Cognitive Walkthrough
    48(1)
    4.1.2 Heuristic Evaluation
    49(1)
    4.1.3 Task Analyses
    49(2)
    4.1.4 User Testing: Formative and Summative Evaluation
    51(1)
    4.2 Case Study 1: Understanding Technology Use Challenges
    52(3)
    4.2.1 Research Questions
    52(1)
    4.2.2 Illustration of Group Interview Approach
    53(1)
    4.2.3 Design Value
    54(1)
    4.3 Case Study 2: As Easy as 1, 2, 3?
    55(3)
    4.3.1 Research Questions
    55(1)
    4.3.2 Task Analytic Approach
    55(1)
    4.3.3 Design Value
    55(3)
    4.4 Case Study 3: Designing Better Ballots
    58(4)
    4.4.1 Research Questions
    58(1)
    4.4.2 Testing Users Experimentally
    59(2)
    4.4.3 Design Value
    61(1)
    4.5 Case Study 4: Usability of Fitness Applications (Apps)
    62(5)
    4.5.1 Research Questions
    62(1)
    4.5.2 Insights from Multiple Usability Methods Guide Design and Deployment
    62(1)
    4.5.3 Design Value
    63(4)
    4.6 Conclusions
    67(1)
    References
    68(1)
    Additional Recommended Readings
    69(2)
    Chapter 5 Simulation for Design 71(16)
    5.1 Simulation Value for Design
    71(3)
    5.1.1 Simulation Overview
    72(1)
    5.1.2 Simulation Use in Design
    72(1)
    5.1.3 Domains of Application
    73(1)
    5.2 Simulation Implementation
    74(4)
    5.2.1 Capturing the Behavior of Interest
    74(1)
    5.2.2 Challenges of Using Simulation
    75(1)
    5.2.3 Simulator and Cyber Sickness
    75(2)
    5.2.4 Training and Adaptation
    77(1)
    5.2.5 Other Technical Challenges
    77(1)
    5.3 Case Study 1: Wrong-Way Crashes
    78(4)
    5.3.1 Research Questions
    78(1)
    5.3.2 Simulation Design
    78(1)
    5.3.3 Simulation Implementation
    79(2)
    5.3.4 Design Value
    81(1)
    5.4 Case Study 2: Instrumental Activities of Daily Living Simulation
    82(3)
    5.4.1 Research Questions
    82(1)
    5.4.2 Simulation Design
    83(1)
    5.4.3 Simulation Implementation
    84(1)
    5.4.4 Design Value
    84(1)
    5.5 Conclusions
    85(1)
    References
    85(1)
    Additional Recommended Readings
    86(1)
    Chapter 6 Modeling Older Adult Performance 87(14)
    6.1 History of Modeling
    87(2)
    6.2 Tools That Can Be Used in the Modeling Process: Fitts' Law and GOMS Modeling
    89(1)
    6.3 Case Study 1: Using Fitts' Law to Predict Touchscreen Input
    90(1)
    6.3.1 Research Questions
    90(1)
    6.3.2 How Diversity Influences Performance
    90(1)
    6.3.3 Design Value for Modeling
    91(1)
    6.4 Case Study 2: Using GOMS to Predict Time and Error for a Mobile Device
    91(5)
    6.4.1 Research Questions
    93(2)
    6.4.2 How Diversity Influences Performance
    95(1)
    6.4.3 Design Value
    95(1)
    6.5 Case Study 3: Using GOMS to Predict Time for Driver Decision Making
    96(2)
    6.5.1 Research Questions
    96(1)
    6.5.2 How Diversity Influences Performance
    97(1)
    6.5.3 Design Value
    98(1)
    6.6 Conclusions
    98(1)
    References
    99(1)
    Additional Recommended Readings
    99(2)
    Chapter 7 Designing Instructional Support 101(14)
    7.1 Introduction
    101(2)
    7.1.1 Support as an Underutilized Part of the Design Process
    101(1)
    7.1.2 Older Adults Do Read Manuals
    102(1)
    7.1.3 Iterative Design for Instructional Materials
    103(1)
    7.2 Case Study 1: Design of Instructional Support for Telephone Menu Systems
    103(4)
    7.2.1 Research Questions
    103(3)
    7.2.2 How Diversity Influences Performance
    106(1)
    7.2.3 Design Value
    106(1)
    7.3 Case Study 2: Blood Glucose Meter Usability
    107(2)
    7.3.1 Research Questions
    107(2)
    7.3.2 Design Value
    109(1)
    7.4 Case Study 3: Florida DOT Tip Card Project
    109(3)
    7.4.1 Research Questions
    109(3)
    7.4.2 Design Value
    112(1)
    7.5 Conclusions
    112(1)
    References
    113(1)
    Additional Recommended Readings
    113(2)
    Chapter 8 The Personal Reminder Information and Social Management System (PRISM) 115(18)
    8.1 The Issue: Social Isolation, Loneliness, and Older Adults
    116(1)
    8.2 Description of the PRISM System
    117(2)
    8.3 Design of the PRISM System: Understanding
    119(3)
    8.3.1 Defining the Design Problem
    119(1)
    8.3.2 Empathize: Understanding Our Intended User Group
    120(2)
    8.4 Design of the PRISM System: Exploration
    122(3)
    8.4.1 Ideate
    122(1)
    8.4.1.1 Design of the PRISM Software
    122(1)
    8.4.1.2 Design of the Instructional Materials
    123(1)
    8.4.2 Prototype Development
    123(2)
    8.5 Design of the PRISM System: Materializing
    125(5)
    8.5.1 Usability Analysis
    125(1)
    8.5.2 Pilot Testing of the PRISM Prototype
    125(2)
    8.5.3 Implementation: A Randomized Controlled Trial of the PRISM System
    127(1)
    8.5.3.1 Overview of the Field Trial
    127(2)
    8.5.3.2 Main Findings
    129(1)
    8.6 Design Value
    130(1)
    8.7 Conclusions
    131(1)
    References
    131(1)
    Additional Recommended Readings
    132(1)
    Chapter 9 Emerging Challenges and Approaches 133(10)
    9.1 Will Design for Older Adults Continue to Be Relevant?
    133(1)
    9.2 Technology Trends and Emerging Technologies
    134(5)
    9.2.1 Technology Advances
    135(1)
    9.2.2 Anticipating Future Design Challenges
    136(2)
    9.2.3 Defining a Research Agenda
    138(1)
    9.3 Emerging Approaches
    139(1)
    9.4 Conclusions
    140(1)
    References
    140(1)
    Additional Recommended Readings
    141(2)
    Index 143
    Walter Boot, Neil Charness, Sara J. Czaja, Wendy A. Rogers