Human aspects of IT for the aged population : technology design and acceptance : 7th International Conference, ITAP 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings. Part I
معرفی کتاب «Human aspects of IT for the aged population : technology design and acceptance : 7th International Conference, ITAP 2021, held as part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings. Part I» نوشتهٔ Qin Gao (editor), Jia Zhou (editor)، منتشرشده توسط نشر Springer Nature Switzerland AG در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
7th International Conference on Human Aspects of IT for the Aged Population (ITAP 2021)The present volume contains papers submitted and presented in the context of the 7th International Conference on Human Aspects of IT for the Aged Population (ITAP 2021) affiliated conference to HCII 2021. This year, the ITAP affiliated conference has focused on topics related to designing for and with older users, technology acceptance and user experience of older users, use of social media and games by the aging population, as well as applications supporting health, wellbeing, communication, social participation and everyday activities.A total of 5222 individuals from academia, research institutes, industry, and governmental agencies from 81 countries submitted contributions, and 1276 papers and 241 posters were included in the proceedings to appear just before the start of the conference. The contributions thoroughly cover the entire field of HCI, addressing major advances in knowledge and effective use of computers in a variety of application areas. These papers provide academics, researchers, engineers, scientists, practitioners, and students with state-of-the-art information on the most recent advances in HCI. The volumes constituting the set of proceedings to appear before the start of the conference are listed in the following pages.Contents – Part IDesigning for and with Older Users (3-144)Technology Acceptance and User Experience Studies (145-344)Aging and Social Media (335-470) Foreword HCI International 2021 Thematic Areas and Affiliated Conferences Contents – Part I Contents – Part II Designing for and with Older Users Elderly, ICTs and Qualitative Research: Some Methodological Reflections 1 Introduction and Objectives 2 The Combination of Quantitative and Qualitative Research: Active Ageing and the Role of ICTs (2013–2014) 2.1 Structure of the General Research 2.2 Quantitative Research 2.3 Qualitative Research: In-Depth Interviews 3 An International Qualitative Research: Grannies on the Net (2017) 3.1 The General Research Structure 3.2 Qualitative Research: Focus Groups 4 Harvest - Castel Del Monte (2020) 4.1 Structure of the General Research 4.2 Constructing the Research Object 4.3 Constructing the Interview Outline 4.4 Advantages of Flexibility 5 What’s Next: Concluding Remarks for Future Research References Exploring User Opinion on the Benefits of Cognitive Games Through an Online Walkthrough and Interview 1 Introduction 2 Background 2.1 Dementia, Persuasive and Serious Gaming 2.2 Motivation and Engagement 2.3 Perceptions About Cognitive Screening 3 Method 4 Results 5 Discussion 6 Conclusion References Review of Remote Usability Methods for Aging in Place Technologies 1 Introduction 2 Usability Evaluation for Aging in Place Technologies 2.1 Methods of Usability and User Experience Analysis 2.2 Remote Usability Testing Methods 2.3 Methods Commonly Used for Remote Usability Testing 3 Remote Usability Testing for Aging In Place Technologies 3.1 Challenges and Limitations for Evaluation of Home Health Monitoring Technology with Older Adults 3.2 Challenges with Usability Testing for Home Health Monitoring Technologies During the Pandemic 3.3 Technology Acceptance Research for Virtual Care and Home Health Monitoring During the Pandemic 4 Conclusions – Research and Technology Development Opportunities References Application of Sustainability Design Method for Well-Being Design 1 Introduction 2 Ancillary Products for the Elderly 2.1 Development Trend of Assistive Devices for the Elderly 2.2 China’s Aging Characteristics and Product Demand 3 Design Process of Auxiliary Bath Apparatus for Heavy Impaired Elderly 3.1 Case Study on the Product Development of Elderly Bath Auxiliary 3.2 Programme Evaluation and Decision-Making 3.3 Evaluation Objective Tree 4 Product Design Evaluation of Bath Accessories 4.1 Setting Evaluation Objectives 5 Conclusion References Co-designing with Senior Citizens: A Systematic Literature Review 1 Introduction 1.1 Co-design Definition and Domain 2 Method 2.1 Literature Search 2.2 Data Extraction and Management 2.3 Risk of Bias 3 Results 4 Discussion 5 Conclusions References Design for Ageing in Place in Isolated Contexts: A Methods Literature Review 1 Introduction 1.1 Healthy Ageing 1.2 Wellbeing and the Built Environment 2 Background 2.1 Alternatives for Ageing in Place 2.2 Remote and Isolated Contexts 2.3 Best Practices and Local Considerations 2.4 Usability at Home 2.5 Human-Centered Design 3 Methodology 4 Results 5 Conclusion References Older Adults “Jump” into coDesiging a Digital Game: A Field Study 1 Introduction 2 CoDesigning JUMP 3 Method 3.1 Preparing the Involvement of End-Users 3.2 Recruitment of Participants 3.3 CoDesign Sessions 3.4 Session ‘Sense of Security’ 3.5 Session ‘Participation in Society’ 4 Practices for CoDesigning a Digital Game on Security and Social Participation 5 Final Considerations References Expansion of Design Thinking Method: A Case Study of a Senior-Friendly Online Survey System 1 Introduction 2 Background 2.1 Design for the Elderly Users 2.2 Design Thinking Method 3 Method 3.1 The Case of the LELEHO Online Survey 3.2 Design Process and Analysis 4 Challenges and Strategies of Senior-Friendly Design Projects 4.1 Start with Empathy 4.2 Comprehensive Consideration of Design Contents 5 Discussion: Expansion of Design Thinking Methods 6 Conclusion References Designing Local Assessment Workshops and Web-Mobile Applications for Facilitating the Workshop 1 Introduction 2 Related Work 3 Framework to Design Workshop and Support Application 4 Case Study 4.1 Design of a Field Assessment Workshop and a Supporting Application 4.2 Developed Applications 5 Workshop Procedure and Acquired Data 6 Results and Discussion 7 Conclusion and Future Work References Interface Adaption to Elderly Users: Effects of Icon Styles and Semantic Distance 1 Introduction 1.1 Problems Encountered by Elderly Users of Smart Devices 1.2 Influence of Icon Design on User Experience 1.3 A Gradually Blurred Boundary Between Flat and Skeuomorphic Design 2 Method 2.1 Preparation of Testing Icons 2.2 Participants 2.3 Design of Experiment 2.4 Interview 3 Results and Discussion 3.1 Performance 3.2 Preference 3.3 Interview 4 Conclusion References Technology Acceptance and User Experience Studies Determining Possible Risks of Introducing Socially Assistive Robots with Mobility Functions to Aged Care Facilities 1 Introduction 2 Method 2.1 SAR 2.2 Risk Assessment 2.3 Interviews with Aged Care Facilities 2.4 Results 3 Formulation of Risk Assessment 4 Conclusion References Older People as Early Adopters and Their Unexpected and Innovative Use of New Technologies: Deviating from Technology Companies’ Scripts 1 Introduction 2 Method 3 Cases 3.1 E-bike 3.2 The Dynamics of Deliberate Missed Calls in Barcelona 3.3 Stimulating Innovative Practices for Older People by the Leyden Academy on Vitality and Ageing 4 Conclusions and Implications for Future Innovative Practices References Remote User Testing for an Age-Friendly Interface Design for Smart Homes 1 Introduction 2 Methodology 2.1 Participants 2.2 Procedure 3 Results and Discussion 4 Conclusions and Future Work References An Empirical Study on the Elderly Visual Pleasure Experience Design Elements Based on Perceptual Cognitive Characteristics Measure and Analysis 1 Introduction 1.1 The Growth of the Elderly Population 1.2 Visual Degenerative Changes in the Elderly 1.3 Experience Barriers in Product Design for the Elderly 1.4 For the Lack of Visual Testing Tools for the Elderly 2 Research Design 2.1 Research Methods 2.2 Participants 2.3 Test Tool Development 2.4 Test Steps 2.5 Pilot Testing 3 Data Collection and Analysis 3.1 Data Collection 3.2 Color 3.3 Text 3.4 Graphics 3.5 Typographic 3.6 Comprehensive 4 Propose for the Elderly Visual Pleasure Experience Design Elements 4.1 Color Strategy 4.2 Text Strategy 4.3 Graphics Strategy 4.4 Typographic 4.5 Comprehensive Strategy 5 Conclusions and Recommendations References Lesson Learned from the Cases Utilizing Information Systems in Support Sites for Seniors in Japan 1 Introduction 2 Method 3 Findings 3.1 Support Needs by ICTs 3.2 Information-Sharing ICT Systems in the Corporations 3.3 Using Monitoring IoTs on Workshop for Seniors 3.4 General Discussion 4 Summary and Future Work References Numeric Keypads or Character Keyboards for Numeric Entries on Surveys and Forms: Surprising Results from Older Adults Using Mobile Devices 1 Introduction 2 Methods 2.1 Participants 2.2 Data Collection 2.3 Study Design 2.4 Analytic Strategy 3 Results 3.1 Accuracy 3.2 Efficiency 3.3 Satisfaction 3.4 Preference 4 Discussion 5 Conclusion, Limitations, and Implications for Future Research References The Impact of Ageism on the E-Leisure of Older People in Chile 1 Introduction 1.1 Benefits of Leisure in the Older Population 1.2 E-Leisure in the Older Population 1.3 Self-efficacy and E-Leisure 1.4 Ageism and E-Leisure 2 Methodology 2.1 Sample and Procedures 2.2 Measures 2.3 Data Analysis 3 Results 3.1 Sample Characteristics 3.2 E-Leisure in the Older Population 3.3 The Relationship Between Ageism and E-Leisure with Self-efficacy as a Mediator 4 Discussion References Effects of Text Simplification on Reading Behavior of Older and Younger Users 1 Introduction 2 Background 3 Methodology 3.1 Areas of Interest (AOIs) 3.2 Participants and Design 3.3 Data Collection and Preparation 4 Data Analysis 4.1 Perceived Difficulty 4.2 Viewing Behavior 5 Discussion 6 Study Limitations and Future Study 7 Contribution References A Prospective Study of Haptic Feedback Method on a Lower-Extremity Exoskeleton 1 Introduction 2 Methods 2.1 Subjects 2.2 Materials and Equipment 2.3 Procedure 2.4 Data Collection and Analysis 3 Results 4 Conclusions References Understanding the Acceptance of Robo-Advisors: Towards a Hierarchical Model Integrated Product Features and User Perceptions 1 Introduction 2 Related Work 2.1 Factors Affecting Technology Acceptance 2.2 Factors Affecting Robot Acceptance 2.3 Factors Affecting Recommender Agent Acceptance 2.4 Factors Affecting Financial Behaviors 2.5 Summary of Influential Factors 3 Phase One: Interviews 3.1 Interview Method 3.2 Interview Results 4 Phase Two: Survey 4.1 Questionnaire Design 4.2 Participants 4.3 Survey Results 5 Discussion 5.1 Acceptance Model of Robo-Advisors 5.2 Implications for Robo-Advisor Design 6 Conclusion References Evaluation of IoT-Setting Method Among Senior Citizens in Japan 1 Introduction 2 Related Works 2.1 Using IoT to Care for Senior Citizens 2.2 IoT Configuration Method 3 Methods 4 Results 5 Discussion 6 Conclusion References Building Trust in Mobile Medical Consultations: The Roles of Privacy Concerns, Personality Traits, and Social Cues 1 Introduction 2 Literature Review and Hypotheses Development 3 Method 3.1 Instrument Development 3.2 Recruitment and Data Collection 3.3 Data Analysis 4 Results 4.1 Participants 4.2 Hypotheses Testing 5 Discussion 6 Conclusion References Research on Influencing Factors of Elderly Wearable Device Use Behavior Based on TAM Model 1 Introduction 1.1 Research Background 1.2 Research Status 1.3 Purpose and Significance 2 Theoretical Background 3 Research Hypothesis and Model Design 3.1 Definition of Research Variables 3.2 Research Hypothesis and Model 3.3 Research Scale Design 4 Data Collection and Analysis 4.1 Questionnaire Survey 4.2 Sample Descriptive Statistics 4.3 Reliability and Validity Analysis of the Questionnaire 4.4 Hypothesis Testing 5 Conclusion 5.1 Conclusion and Discussion 5.2 Suggestions References Study on the Control-Display Gain of Touch Zoom Gestures for Older Adults 1 Introduction 2 Related Work 3 Hypothesis 4 Method 4.1 Independent Variables 4.2 Dependent Variables 4.3 Experimental Design 4.4 Participants and Apparatus 4.5 Task 4.6 Procedure 5 Result 5.1 Success Rate 5.2 Task Completion Time 6 Discussion 7 Conclusion References Aging and Social Media Digital Aging: Reinforcing Normative Masculinities on Instagram 1 Introduction 1.1 Intersecting Age and Gender: Aging Masculinities 1.2 (Re)Negotiating Age and Gender Through Mediated Interfaces 2 Method 3 Results and Discussion 4 Conclusions References Generational Perspectives on EU Documents Tackling Disinformation 1 Introduction 2 Literature Review 3 Context and Method 4 Results 4.1 Responsibility of Citizens (Part of the Solution) 4.2 Responsibility of Citizens (Part of the Problem) 4.3 Policies 4.4 Schools, News Media and Other Stakeholders 4.5 (Critical) Media Literacy 5 Discussions and Conclusions References Smartphone Overuse in the Old Age: A Qualitative Exploration on Actual Smartphone Use and Perceptions Among Italian Older Heavy Users 1 Introduction 2 Digital Overuse and Italian Digital Context 3 Smartphones and Older People 4 Methods 5 Findings 6 Conclusions Appendix References How Do Older Adults Learn Informally via Social Media? A Pilot Study of Chinese Urban Older Adults 1 Introduction 2 Literature Review 2.1 Older Adults’ Needs for Informal Learning and Social Media Using 2.2 Self-worth 2.3 Behaviors During Informal Learning 3 Method 3.1 Participants 3.2 Data Collection and Analysis 4 Results 4.1 Sources and Topics of Older Adults’ Daily Informal Learning 4.2 Needs and Barriers 4.3 Behaviors to Learn and Interact with Others 4.4 Impacts of Informal Learning on Their Life 5 Discussion 5.1 Findings 5.2 Implications for Design and Future Research 5.3 Limitations 6 Conclusion References Observing Social Connectedness in a Digital Dance Program for Older Adults: An EMCA Approach 1 Introduction 2 International Expansion Research Design 2.1 The Canadian Study: Improving Social Inclusion for Canadians with Dementia and Their Carers Through Sharing Dance 2.2 International Expansion 3 Conclusion References Online News and Gamification Habits in Late Adulthood: A Survey 1 Introduction 2 Theoretical Background 2.1 An Ageing Population 2.2 Older Adults and Information Communication Technologies 2.3 The Evolution of Digital Media 2.4 Gamification in Journalism 3 Method and Sample 3.1 Procedures 3.2 Questionnaire Design 3.3 Participants 4 Results 5 Discussion 6 Conclusion References Debunking the #Manosphere: An Exploratory Analysis on Patriarchy and Ageism Within the Digital Realm 1 Introduction 1.1 The #Manosphere 1.2 #Manosphere (Ageing and Gendered) Politics 1.3 The Digital Grammar of Participation and Mobilization 2 Exploratory Analysis 3 Conclusions References New Media, Old Misogyny: Framing Μediated Madonna on Instagram from an Ageing Perspective 1 Introduction 1.1 Media, Ageism and Female Body 1.2 Online Femininity and Misogyny 2 Method 3 Results 4 Discussion 4.1 Disgusting Ageing Sexuality 4.2 Abjected Ageing Body 4.3 Sexist Hate 4.4 Anti-Feminism Hatred 5 Conclusions References Digital Social Interactions in Later Life: Effects of Instant Messaging on Situational Mood of Older Smartphone Users 1 Introduction 2 Digital Social Interactions in Later Life 2.1 Social Interaction, Well-Being and Mood in Later Life 2.2 Digital Social Interaction in Germany 2.3 Social Interaction via Instant Messaging 2.4 Instant Messaging and Well-Being 2.5 Research Aims and Hypotheses 3 Methods 3.1 Design 3.2 Sample 3.3 Instruments 3.4 Software 4 Results 4.1 Instant Messaging in Daily Life of Older Adults 4.2 Effects of Instant Messaging, Number of Social Contacts and Evaluation of Social Contacts on Calmness 5 Discussion 6 Conclusion, Limitations and Implications for Future Research 6.1 Conclusion 6.2 Limitations 6.3 Implications for Future Research References Online Representations of Older People Generated by Public Sector Organizations 1 Introduction 2 Online Representations of Older People Generated by Public Sector Organizations 3 Public Sector Organizations Generating Online Representations of Older People: Case of a Swedish Municipality 4 Public Sector Organizations in a Convergent Position 5 Accountability in the Public Sector When Generating Online Representations of Older People 6 Concluding Remarks References Author Index This two-volume set constitutes the refereed proceedings of the 7th International Conference on Human Aspects of IT for the Aged Population, ITAP 2021, held as part of the 23rd International Conference, HCI International 2021, held as a virtual event, in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. ITAP 2021 includes a total of 67 papers; they focus on topics related to designing for and with older users, technology acceptance and user experience of older users, use of social media and games by the aging population, as well as applications supporting health, wellbeing, communication, social participation and everyday activities. This two-volume set constitutes the proceedings of the 7th International Conference on Human Aspects of IT for the Aged Population, ITAP 2021, held as part of the 23rd International Conference, HCI International 2021, held as a virtual event, in July 2021. The total of 1276 papers and 241 posters included in the 36 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. ITAP 2021 includes a total of 67 regular papers; they focus on topics related to designing for and with older users, technology acceptance and user experience of older users, use of social media and games by the aging population, as well as applications supporting health, wellbeing, communication, social participation and everyday activities
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