Assessing seniors' user experience (UX) of exergames for balance training

Ather Nawaz, Nina Skjæret, Kristine Ystmark, Jorunn L Helbostad, Beatrix Vereijken, Dag Svanæs

    Publikation: Konference artikel i Proceeding eller bog/rapport kapitelKonferencebidrag i proceedingsForskningpeer review

    Abstract

    Exergames technologies are increasingly used to help people achieve their exercise requirements including balance training. However, little is known about seniors' user experience of exergame technology for balance training and what factors they consider most important for using the exergames. This study aims to evaluate user experience and preferences of exergame technologies to train balance and to identify different factors that affect seniors' intention to use exergames. Fourteen healthy senior citizens played three different stepping exergames in a laboratory setting. Seniors' experience of the exergames and their preference to use exergames was assessed using a semi-structured interview, the system usability scale (SUS), and card ranking. The results of the study showed that in order for seniors to use exergames to train their balance, the exergames should particularly focus on challenging tasks, provide feedback on quality of movement, and provide setup support. Furthermore, healthy seniors did not consider safety to be a concern when playing exergames.
    OriginalsprogEngelsk
    TitelProceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational : NordiCHI '14
    Antal sider10
    ForlagAssociation for Computing Machinery
    Publikationsdato2014
    Sider578-587
    ISBN (Trykt)978-1-4503-2542-4
    DOI
    StatusUdgivet - 2014

    Emneord

    • Exergames
    • Balance Training
    • User Experience
    • Senior Citizens
    • System Usability Scale (SUS)

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