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E-raamat: Designing for Older Adults: Case Studies, Methods, and Tools

(Khan Professor of Applied Health Sciences, University of Illinois Urbana-Champaign), , (Florida State University, Tallahassee, USA), (University of Miami, Coral Gables, Florida, USA)
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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(1)
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)
8.4.3.1 Design of the PRISM Software
122(1)
8.4.3.2 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