Leisure Technology for the Elderly: A Survey, User Acceptance Testing and Conceptual Design

The Alzheimer’s disease damages neuronal and synaptic system due to the high level of amyloid beta in the brain. It is the common cause of dementia which is more common to afflict the elderly where they will gradually loss their memory and communication skills as well as deterioration of thinking and reasoning ability. Hence, it is crucial for elderly people to monitor their cognitive performance consistently and continuously to detect the Alzheimer’s symptoms, such as dementia or Mild Cognitive Impairment. There are many technologies that have been established in healthcare for its detection; however, such technologies, mostly medical treatments could not be self-catered by elderly on daily basis and in fact the use of this technology incurs cost each time. Therefore, this study looks at an alternative technology called leisure technology that allows access to the elderly every day at home in an enjoyable and relaxing manner. The aim of this study is to study applications of leisure activities that could stimulate brain cognitive function to be turned to a leisure technology application. Prior to proposing the conceptual design of this application, a user acceptance study of leisure technology among elderly people has been conducted. This study involves interviews and survey through distribution of questionnaires. The survey results shows that 90% of the participants stated that there was an improvement in cognitive abilities after using leisure technology and 98.4% of the participants stated that they could adapt to leisure technology. On the other hand, the outcomes from the interview show that they agreed that different types of leisure technology provide heterogeneous benefits, which can improve their cognitive abilities. Finally, this study proposes a conceptual design for leisure technology application that elderly people can adapt to.

[1]  Dimitrios Tzovaras,et al.  Can a virtual reality cognitive training application fulfill a dual role? Using the virtual supermarket cognitive training application as a screening tool for mild cognitive impairment. , 2015, Journal of Alzheimer's disease : JAD.

[2]  Ellen Yi-Luen Do,et al.  Games for Health: Design Cognition-Focused Interventions to Enhance Mental Activity , 2011, HCI.

[3]  W. Browner,et al.  Designing Clinical Research , 2006 .

[4]  Alan F. Newell,et al.  An interactive tool to promote musical creativity in people with dementia , 2009, Comput. Hum. Behav..

[5]  Dietmar Wolfram,et al.  Internet searching, tablet technology and older adults , 2012, ASIST.

[6]  Alan F. Newell,et al.  Early user involvement in the development of information technology-related products for older people , 2004, Universal Access in the Information Society.

[7]  Bob Lee,et al.  Age differences in constraints encountered by seniors in their use of computers and the internet , 2011, Comput. Hum. Behav..

[8]  Christof Lutteroth,et al.  Designing a web-based telehealth system for elderly people: An interview study in New Zealand , 2011, 2011 24th International Symposium on Computer-Based Medical Systems (CBMS).

[9]  H. Buschke,et al.  Leisure activities and the risk of dementia in the elderly. , 2003, The New England journal of medicine.

[10]  Izak Benbasat,et al.  Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation , 1991, Inf. Syst. Res..

[11]  Y. Tao,et al.  Using UTAUT to explore the behavior of 3G mobile communication users , 2007, 2007 IEEE International Conference on Industrial Engineering and Engineering Management.

[12]  David V. Keyson,et al.  Designing an Interactive Messaging and Reminder Display for Elderly , 2008, AmI.

[13]  A. Mamun,et al.  Factors Influencing Consumer Behavior: A Study among University Students in Malaysia , 2014 .

[14]  Neal Hallford,et al.  Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games , 2001 .

[15]  Ann D. Cohen,et al.  Early detection of Alzheimer's disease using PiB and FDG PET , 2014, Neurobiology of Disease.

[16]  Helena Tobiasson Physical action gaming and fun as a tool within elderly care : Game over or play it again and again… , 2009 .

[17]  S. Saini,et al.  A low-cost game framework for a home-based stroke rehabilitation system , 2012, 2012 International Conference on Computer & Information Science (ICCIS).

[18]  Hui-Xin Wang,et al.  Leisure activities, cognition and dementia. , 2012, Biochimica et biophysica acta.

[19]  Gordon B. Davis,et al.  User Acceptance of Information Technology: Toward a Unified View , 2003, MIS Q..

[20]  Felicia A. Huppert,et al.  Designing for older users , 2003 .

[21]  Zachary Munn,et al.  Cognitive Leisure Activities and their Role in Preventing Dementia: A Systematic Review. , 2009, JBI library of systematic reviews.

[22]  D. Selkoe Alzheimer's disease. , 2011, Cold Spring Harbor perspectives in biology.

[23]  Andrew Sixsmith,et al.  Technologies for Active Aging , 2013 .

[24]  A. Arntzen Game based Learning to Enhance Cognitive and Physical Capabilities of Elderly People: Concepts and Requirements , 2011 .

[25]  Jagan A. Pillai,et al.  Association of Crossword Puzzle Participation with Memory Decline in Persons Who Develop Dementia , 2011, Journal of the International Neuropsychological Society.

[26]  D. Hawthorn,et al.  Possible implications of aging for interface designers , 2000, Interact. Comput..

[27]  At Home with AT (assistive technology) - dementia voice , 2004 .

[28]  George Katona,et al.  Psychology and Consumer Economics , 1974 .

[29]  Oonagh Thompson,et al.  Examining the Neurocognitive Validity of Commercially Available, Smartphone-Based Puzzle Games , 2012 .

[30]  Joseph E. Gaugler,et al.  Efficacy of Creative Arts Therapy in Treatment of Alzheimer’s Disease and Dementia: A Systematic Literature Review , 2014 .

[31]  T. Landauer,et al.  Handbook of Human-Computer Interaction , 1997 .

[32]  Eric Rosenbaum,et al.  Singing Fingers: fingerpainting with sound , 2010, IDC.

[33]  M. Carrillo,et al.  Everyday technologies for Alzheimer's disease care: Research findings, directions, and challenges , 2009, Alzheimer's & Dementia.

[34]  M Orrell,et al.  Education and dementia , 1995, BMJ.

[35]  Sean A. Munson,et al.  Exploring goal-setting, rewards, self-monitoring, and sharing to motivate physical activity , 2012, 2012 6th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth) and Workshops.