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Exergames and the involvement of seniors Ellen Brox Norut (Northern Research Institute) Norway SeGaMed December 2014.

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Presentation on theme: "Exergames and the involvement of seniors Ellen Brox Norut (Northern Research Institute) Norway SeGaMed December 2014."— Presentation transcript:

1 Exergames and the involvement of seniors Ellen Brox Norut (Northern Research Institute) Norway SeGaMed December 2014

2 Norut Applied research institute Multidisciplinary 130 employees ICT –eHealth group –Serious games –Gamification –Exergames and Motivation

3 About Background -The importance to move Eldergamers vs young gamers Requirements for elderly User centred design – including examples

4 Health and exercise Physical activity is always important Benefits for physical and mental health To be able to manage, elderly need Balance Strength of arms and legs Flexibility Endurance Bad circle with being afraid to fall and move too little Exergames to motivate physical activity

5 Elderly vs kids Kids like –Lots of action –That things go fast –To search, discover –Funny sounds, lots of details Elderly –Little information at the time –Time to think –Their own speed –Light and contrasts –Not noisy But elderly still like to have fun! And get a challenge

6 Challenges for elderly Basically, we are the same persons, even if the wrapping changes, but elderly are still different Can suffer from severe mobility problems in arms and legs Eyesight Hearing Cognition Knowledge and confidentiality with technology is a challenge Often lack motivation for training Can exergames motivate?

7 Projects Several projects with exergames and gamification for elderly IsActive – walk simultaneously but not together Join-In – online exergame GameUp – exergames for mobility Online biking – bike together online Nettrim – test online exergaming

8 User centred design User-centred design (UCD) is a process in which the needs, wants, and limitations of end users of a product, service or process are given extensive attention at each stage of the design process (wikipedia) multi-stage problem solving process –analyse and foresee how users are likely to use a product –test the validity of the assumptions

9 Why user centred design? See the health game from the users’ perspective Users are the ones who shall use it Success depend on them –Be able to use it –Wanting to use it –Use it correctly Not always easy to imagine the users’ reaction Very hard for a young person to understand the limitations of age

10 When? The entire project: Requirement gathering and analyses Design Development Evaluation

11 Methods for user centred design Some common methods Literature Focus groups Usability testing Questionnaires Interviews Participatory design Field studies Card sorting

12 Eldergamers Important to involve the elderly in the entire process Very difficult to recruite seniors Used senior centres Involved employees to help Established groups that meet regularly It must be meaningful Might have to supply with new users since some leave for several reasons

13 Commercial exergames Have been playing Wii and Kinect over time with people 70-95 Enjoy many games Still may need help to –Navigate –Start games (jump) –Understand –Get an overview

14 Wii and Kinect Challenges –Wii: batteries and calibrations –Wii: buttons –Kinect: need a lot of space + others –Both: difficult menus –Language Most games not suitable due to –Speed –Amount of information –Colours and contrast

15 Kinect chosenfor exergaming We prefer Kinect over Wii for elderly: –No batteries –Easy calibration –Easier to play two together –Not much equipment –More intuitive to navigate and play –Can monitor exercises Exercises defined by physiotherapists Playable in several levels Can calibrate for each user’s abilities

16 Our methods Requirements: commercial games, literature, observations and group discussions Design: tested movement, interface, colours, etc. Observations, group discussions, semi-structured interviews Implementation: iterative trials of exergames Observations, group discussions, semi-structured interviews Evaluations: trials of prototypes with new participants Structured and semi-structured interviews, questionnaires

17 Example of changes based on user feedback Some early changes: Lighter background Better contrast sky/tree Contrast apples / tree Apple signs visible Buckets lifted Head on stick man Moving cloud removed More blue, less green

18 Change examples

19 Menu colours Tested several menu colours Was too much, they got exhausted Difficult to get the real opinion!

20 Main menu

21 Gamification with social elements Stepcounters Cycling app Stepcounter App with personal and group goals Interface suited for elderly Cycling app A tablet that can be strapped to a stationary bike Cycle at the same time, see who else do Google streetview

22 Conclusions The users are extremely important at all stages! It is difficult for the young imagine limitations of age It is difficult to recruite elderly, so team up with senior centres etc. Cannot have many long questionnairs Don’t forget that elderly also like fun – and challenges

23 Thank you! ellen.brox@norut.no Skype: ellenbrox Twitter: ellentos +47 934 19 285


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