Many products today are laden with a host of features which, for the majority of users, remain unused and often obscure the use of the simple features of use for which the product was devised (Norman in The design of everyday things. Basic Books, 2002; Keates and Clarkson in Countering design exclusion-an introduction to inclusive design. Springer, 2004). Since the cognitive capabilities of the marketed target group are largely not affected by age-related impairment, the intellectual demands of such products are frequently high (Rabbitt in Quart J Exp Psychol 46A(3): 1993). In addition, the age and technology generation of a product user will colour their expectations of the product interface and affect the range of skills they have available (Docampo in Technology generations handling complex User Interfaces. Ph. D. thesis, 2001). This paper addresses the issue of what features of products make them easy or difficult to learn to use, for the wider population as well as the older user, and whether and in what way individual prior experience affect the learning and use of a product design. To achieve the above, the interactions of users of varying ages and capabilities with two different everyday products were recorded in detail as they performed set tasks. Retrospective verbal protocols were then analysed using a category scheme based on an analysis of types of learning and cognition errors. This data was then compared with users' performance on individual detailed experience questionnaires and a number of tests of general and specific cognitive capabilities. The principal finding was that similarity of prior experience to the usage situation was the main determinant of performance, although there was also some evidence for a gradual, age-related capability decline. Users of all ages adopted a means-end or trial and error interaction when faced with unfamiliar elements of the interaction. There was a strong technology generation effect such that older users were reluctant or unable to complete the required tasks for a digital camera.Keywords Inclusive design Á Product design Á Cognition Á Training Á Working memory Experience and inclusive product designIn the context of demographic changes leading to an increasing number of older people, inclusive design research strives to relate the capabilities of the population to the design of products by effectively characterising the user. By 2020, almost half the adult population in the UK will be over 50, with the over 80s being the most rapidly growing sector. Recent research into inclusive design has investigated the relationship between the capabilities of the population at large; derived from statistical data sets, and properties and features of the design of products [1][2][3]. Products meeting the ideals of inclusive design aim to minimise the number of person who have difficulty with, or are excluded from use, or to control such exclusion by manipulation of product features [4,5]. A primary area of concern is with the cognitive capabilities of older users. In pa...
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.