User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design

Background Seniors need sufficient balance and strength to manage in daily life, and sufficient physical activity is required to achieve and maintain these abilities. This can be a challenge, but fun and motivational exergames can be of help. However, most commercial games are not suited for this age group for several reasons. Many usability studies and user-centered design (UCD) protocols have been developed and applied, but to the best of our knowledge none of them are focusing on seniors’ use of games for physical activity. In GameUp, a European cofunded project, some prototype Kinect exergames to enhance the mobility of seniors were developed in a user-centered approach. Objective In this paper we aim to record lessons learned in 3 years of experience with exergames for seniors, considering both the needs of older adults regarding user-centered development of exergames and participation in UCD. We also provide a UCD protocol for exergames tailored to senior needs. Methods An initial UCD protocol was formed based on literature of previous research outcomes. Senior users participated in UCD following the initial protocol. The users formed a steady group that met every second week for 3 years to play exergames and participate in the UCD during the 4 phases of the protocol. Several methods were applied in the 4 different phases of the UCD protocol; the most important methods were structured and semistructured interviews, observations, and group discussions. Results A total of 16 seniors with an average age above 80 years participated for 3 years in UCD in order to develop the GameUp exergames. As a result of the lessons learned by applying the different methodologies of the UCD protocol, we propose an adjusted UCD protocol providing explanations on how it should be applied for seniors as users. Questionnaires should be turned into semistructured and structured interviews while user consultation sessions should be repeated with the same theme to ensure that the UCD methods produce a valid outcome. By first following the initial and gradually the adjusted UCD protocol, the project resulted in exergame functionalities and interface features for seniors. Conclusions The main lessons learned during 3 years of experience with exergames for seniors applying UCD are that devoting time to seniors is a key element of success so that trust can be gained, communication can be established, and users’ opinions can be recorded. All different game elements should be taken into consideration during the design of exergames for seniors even if they seem obvious. Despite the limitations of this study, one might argue that it provides a best practice guide to the development of serious games for physical activity targeting seniors.

[1]  Ellen Brox,et al.  Acceptance of a targeted exergame program by elderly , 2015 .

[2]  Josef Hallberg,et al.  Online Social Exergames for Seniors: A Pillar of Gamification for Clinical Practice , 2016 .

[3]  Juan Carlos Augusto,et al.  Handbook of Ambient Intelligence and Smart Environments , 2009, HAIS 2010.

[4]  Panagiotis D. Bamidis,et al.  Evaluating affective usability experiences of an exergaming platform for seniors , 2011, 2011 10th International Workshop on Biomedical Engineering.

[5]  Clare-Marie Karat,et al.  The evolution of user-centered focus in the human-computer interaction field , 2003, IBM Syst. J..

[6]  John L. Arnott,et al.  Methods for human – computer interaction research with older people , 2007, Behav. Inf. Technol..

[7]  Nicu Sebe,et al.  Human-Centered Computing , 2010, Encyclopedia of Software Engineering.

[8]  Anton Civit,et al.  GameUp: Exergames for mobility – a project to keep elderly active , 2016 .

[9]  Thant Zin Myint,et al.  An exploratory study on senior citizens' perceptions of the Nintendo Wii: the case of Singapore , 2009, i-CREATe.

[10]  Stathis Th. Konstantinidis Seniors Exergaming 2.0: The Role of Social and Motivational Aspects on Games for Elderly's Physical Training through Web 2.0 Techniques , 2014 .

[11]  Cathy Craig,et al.  Designing games for older adults: an affordance based approach , 2014, 2014 IEEE 3nd International Conference on Serious Games and Applications for Health (SeGAH).

[12]  L. Faulkner Beyond the five-user assumption: Benefits of increased sample sizes in usability testing , 2003, Behavior research methods, instruments, & computers : a journal of the Psychonomic Society, Inc.

[13]  Marilyn Tremaine CHI '01 Extended Abstracts on Human Factors in Computing Systems , 2001, CHI Extended Abstracts.

[14]  B Holt,et al.  Creating senior-friendly Web sites. , 2000, Issue brief.

[15]  Alex Carmichael,et al.  An Exploratory Study Examining the Appropriateness and Potential Benefit of the Nintendo Wii as a Physical Activity Tool in Adults Aged ≥ 55 Years , 2013, Interact. Comput..

[16]  Lars Kristian Vognild,et al.  Experiences from long-term exergaming with elderly , 2014, MindTrek.

[17]  R. Soiza,et al.  EXercising with Computers in Later Life (EXCELL) - pilot and feasibility study of the acceptability of the Nintendo® WiiFit in community-dwelling fallers , 2010, BMC Research Notes.

[18]  Patrizia Marti,et al.  Engaging older people with participatory design , 2014, NordiCHI.

[19]  Jared M. Spool,et al.  Testing web sites: five users is nowhere near enough , 2001, CHI Extended Abstracts.

[20]  Panayiotis Zaphiris,et al.  Research-derived web design guidelines for older people , 2005, Assets '05.

[21]  Trudy van der Weijden,et al.  The Development of a Mobile Monitoring and Feedback Tool to Stimulate Physical Activity of People With a Chronic Disease in Primary Care: A User-Centered Design , 2013, JMIR mHealth and uHealth.

[22]  Peter Gregor,et al.  Designing for dynamic diversity: interfaces for older people , 2002, Assets '02.

[23]  Paul Panek,et al.  Integration of Cognitive and Physical Training in a Smart Home Environment for the Elderly People , 2010, MedInfo.

[24]  Ritch Macefield,et al.  How to specify the participant group size for usability studies: a practitioner's guide , 2009 .

[25]  Magda Tsolaki,et al.  A Game-Like Interface for Training Seniors’ Dynamic Balance and Coordination , 2010 .

[26]  Veerle Van Rompaey,et al.  Introducing human-centered research to game design: designing game concepts for and with senior citizens , 2006, CHI EA '06.

[27]  Luis Fernández-Luque,et al.  Exergames for elderly: Social exergames to persuade seniors to increase physical activity , 2011, 2011 5th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth) and Workshops.

[28]  K. M. Lee,et al.  Games for a better life: effects of playing Wii games on the well-being of seniors in a long-term care facility , 2009 .

[29]  Santiago Hors-Fraile,et al.  Experience with a 3D Kinect Exergame for Elderly , 2015, HEALTHINF.

[30]  Harold W. Thimbleby,et al.  Understanding User Centred Design (UCD) for People with Special Needs , 2008, ICCHP.

[31]  Alasdair King,et al.  Personalising web page presentation for older people , 2006, Interact. Comput..

[32]  Eun-Ok Baek,et al.  User-Centered Design and Development , 2007 .

[33]  J. Morris,et al.  The SF-36 health survey questionnaire: is it suitable for use with older adults? , 1995, Age and ageing.

[34]  Fraser Anderson,et al.  Lean on Wii: physical rehabilitation with virtual reality Wii peripherals. , 2010, Studies in health technology and informatics.

[35]  Eric G. Johnson,et al.  The effect of virtual reality gaming on dynamic balance in older adults. , 2012, Age and ageing.

[36]  Kathrin Maria Gerling,et al.  Exergame design for elderly users: the case study of SilverBalance , 2010, Advances in Computer Entertainment Technology.

[37]  Rachel Proffitt,et al.  User Centered Design and Development of a Game for Exercise in Older Adults , 2013 .

[38]  Panagiotis D. Bamidis,et al.  Gamification and Behavioral Change: Techniques for Health Social Media , 2016 .

[39]  Brodie Clark,et al.  Exposure to “Exergames” Increases Older Adults’ Perception of the Usefulness of Technology for Improving Health and Physical Activity: A Pilot Study , 2015, JMIR serious games.

[40]  Karel Vredenburg,et al.  A survey of user-centered design practice , 2002, CHI.

[41]  Yow-wu B. Wu,et al.  The feasibility of an intervention combining self-efficacy theory and Wii Fit exergames in assisted living residents: A pilot study. , 2013, Geriatric nursing.

[42]  Mary Zajicek,et al.  Successful and available: interface design exemplars for older users , 2004, Interact. Comput..