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

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

Research output: Conference Article in Proceeding or Book/Report chapterArticle in proceedingsResearchpeer-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.
Original languageEnglish
Title of host publicationProceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational : NordiCHI '14
Number of pages10
PublisherAssociation for Computing Machinery
Publication date2014
Pages578-587
ISBN (Print)978-1-4503-2542-4
DOIs
Publication statusPublished - 2014

Keywords

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

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