2015
DOI: 10.1007/978-3-319-20913-5_45
|View full text |Cite
|
Sign up to set email alerts
|

Assessing Older Adults’ Usability Challenges Using Kinect-Based Exergames

Abstract: Exergames have been growing in popularity as a means to get physical exercise. Although these systems have many potential benefits both physically and cognitively, there may be barriers to their use by older adults due to a lack of design consideration for age-related changes in motor and perceptual capabilities. In this paper we evaluate the usability challenges of Kinect-based exergames for older adults. Older adults rated their interaction with the exergames system based on their perceived usefulness and ea… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

2
21
0
1

Year Published

2017
2017
2024
2024

Publication Types

Select...
4
3

Relationship

0
7

Authors

Journals

citations
Cited by 25 publications
(24 citation statements)
references
References 23 publications
2
21
0
1
Order By: Relevance
“…Many studies show self-efficacy to be important for increasing physical activity [29,39,44,45]. However, previous research has failed to provide more realistic accounts of how the gamification of health behavior would attract and change the behaviors of people with problematic health behaviors in the perspective of playing a game [13][14][15][16][17][18][19][20]. If the purpose is not for exercise, but to enjoy a game, people's physical activity will increase despite a lack of intention.…”
Section: Discussionmentioning
confidence: 99%
See 2 more Smart Citations
“…Many studies show self-efficacy to be important for increasing physical activity [29,39,44,45]. However, previous research has failed to provide more realistic accounts of how the gamification of health behavior would attract and change the behaviors of people with problematic health behaviors in the perspective of playing a game [13][14][15][16][17][18][19][20]. If the purpose is not for exercise, but to enjoy a game, people's physical activity will increase despite a lack of intention.…”
Section: Discussionmentioning
confidence: 99%
“…Although these studies suggest that the main motivation for using these applications is the desire to improve one's studies suggest that the main motivation for using these applications is the desire to improve one's health [13][14][15][16][17][18][19][20], it seems unrealistic that people who are not inclined to exercise and improve their health would actually use these applications or benefit from them in the way described in these studies. Moreover, some studies show that the app intervention does not have a significant effect on increasing the intensity level of physical activity [13,21].…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…In related work (Section 2), the authors used metrics as speed to execute the task and ranking points , ease of use (Harrington et al, 2015), and accuracy (Palacio et al, 2017) to evaluate the system usability. All these metrics refer to the task performance and user preference during the use of system, but the authors do not determinate a default evaluation method to these requirements for elderly.…”
Section: Methodology Evaluationmentioning
confidence: 99%
“…They also veri ed that the system might include the navigation requiring less learning, corrective feedback and timely warnings when idle. Harrington et al (2015) approach the usability challenges of the device Kinect based in exergames for elderly, pointing out which aspects of these programs are of di cult assimilation by elderly people. Tests with ten elderly with ages between 60 and 69 years and ten elderly with ages between 70 and 79 years used two prototypes of games that stimulate physical activities.…”
Section: Introductionmentioning
confidence: 99%