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Designing for Older Adults Book

Designing for Older Adults
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Designing for Older Adults, The first edition of Designing for Older Adults: Principles and Creative Human Factors Approaches broke ground as an easily accessible source of information, a primer on designing for older adults. In this second edition, the authors, as any good h, Designing for Older Adults
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  • Designing for Older Adults
  • Written by author Arthur Fisk
  • Published by Taylor & Francis, Inc., 5/17/2004
  • The first edition of Designing for Older Adults: Principles and Creative Human Factors Approaches broke ground as an easily accessible source of information, a primer on designing for older adults. In this second edition, the authors, as any good h
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Authors

Preface to the Second Edition xv

Preface to the First Edition xvii

About the Authors xix

Author Contact Information xxi

Section 1 Fundamentals

Chapter 1 Toward Better Design for Older Adults 3

1.1 Demographics 3

1.2 What Products Do Older Adults Use? 5

1.3 Is Good Design Worth the Effort? 7

1.4 How Do We Define "Older Adult"? 8

1.5 Toward Better Design 9

1.6 General Guidelines, Specific Questions 9

1.7 Overview of the Book 10

Recommended Reading 12

Chapter 2 Characteristics of Older Adult Users 13

2.1 What Are the Underpinnings of Human Factors? 13

2.2 What Human Characteristics Should Be Considered? 14

2.3 Aging and the Sensory Modalities 15

2.3.1 Taste and Smell 15

2.3.2 Haptics 16

2.3.3 Audition 17

2.3.4 Vision 17

2.4 Cognition 18

2.4.1 Memory 20

2.4.2 Attention 22

2.4.3 Spatial Cognition 23

2.4.4 Understanding Written and Spoken Language 23

2.5 Control of Movements and Movement Speed 24

2.6 Summary of Review 24

2.7 Guidance for Design 26

Recommended Reading 27

Chapter 3 Guiding the Design Process 29

3.1 Principles of Design 29

3.2 Universal Design 30

3.3 What Makes a Product Usable? 31

3.4 Measuring Usability Components 32

3.5 User-Centered Design (UCD) 33

3.5.1 Task Analysis 33

3.5.2 Usability Testing 35

3.5.2.1 Two Perspectives to Usability Testing 35

3.5.2.2 Usability Test Plan 36

3.5.2.3 Think-Aloud Verbal Protocols 37

3.5.2.4 Equipment 38

3.5.2.5 Participants 38

3.5.2.6 Pilot Testing and Training 39

3.5.3 Field Observations 40

3.5.4 Interviews 41

3.5.5 Questionnaires 41

3.5.6 Focus Groups 42

3.6 Design Methods That Do Not Involve the User 42

3.6.1 Checklists and Guidelines43

3.6.2 Heuristic Evaluation 43

3.6.3 Layout Analysis 43

3.7 The Product Design Lifecycle 44

3.8 Conclusion 45

Recommended Reading 45

Section 2 Design Guidelines

Chapter 4 Improving Perception of Information 49

4.1 Visual Perception 49

4.1.1 Text Characteristics 51

4.1.2 Icons versus Text 51

4.1.3 Additional Factors to Consider 52

4.2 Guidelines for Visual Presentation of Information 52

4.2.1 General Lighting Guidelines 52

4.2.2 Text 53

4.2.3 Use of Three-Dimensional Displays 54

4.3 Issues in Aging and Auditory Perception 54

4.3.1 Thresholds for Sounds 55

4.3.2 Speech Perception 55

4.3.3 Localization 56

4.4 Guidelines for Auditory Presentation of Information 57

4.4.1 Sound 57

4.4.2 Speech 57

4.5 Issues in Haptics 58

4.5.1 Overview of Haptics 58

4.5.2 Vibration Perception 58

4.6 Guidelines for Haptic Presentation of Information 59

4.7 Using These Guidelines for Optimizing Perception of Information 59

Recommended Reading 60

Chapter 5 Design of Input and Output Devices 61

5.1 Issues in Aging and the Design of Input Devices 62

5.1.1 Minimizing Steps 62

5.1.2 Consistency 64

5.2 Types of Input Devices 65

5.3 Guidelines for the Design of Input Devices 68

5.4 Issues in Aging and the Design of Output Devices 70

5.5 Guidelines for the Design of Output Devices 70

5.6 Using These Guidelines for Effective Design of Input and Output Devices 71

Recommended Reading 72

Chapter 6 Interface Design 73

6.1 Interface Design Issues 73

6.2 Issues in Aging and Interface Design 75

6.2.1 Do Older Adults Use Computer Technologies? 75

6.2.2 Multiple Levels of User Abilities 77

6.2.3 User Goals and Expectations 77

6.2.4 Information Organization 78

6.2.5 Getting Lost in the System and Navigation Tools 80

6.2.6 Depth versus Breadth 80

6.2.7 Compatibility 82

6.2.8 Documentation and Error Recovery 83

6.3 Guidelines for Effective Interface Design 85

6.3.1 Physical Characteristics 85

6.3.2 Navigation 86

6.3.3 Information Organization 86

6.3.4 Conceptual 86

6.4 Using These Guidelines to Facilitate Proper Interface Design 87

Recommended Reading 88

Chapter 7 Design of Training and Instructional Programs 89

7.1 Principles of Instruction 90

7.2 An Integrated Approach to Instructional Design for Complex Tasks 92

7.3 Human Cognitive Limitations and the Design of Instructional Programs 93

7.3.1 Learning Tasks 94

7.3.2 Supportive Information 96

7.3.3 Procedural Information 96

7.3.4 Part-Task Practice 97

7.4 Illustration of Design Principles and Strategies 98

7.5 Pacing 99

7.6 Organization of the Training Material 100

7.7 Consistency of Information 100

7.8 Temporal Spacing Considerations 101

7.9 Adaptive Training 102

7.10 Feedback 102

7.11 The Use of Simulation in Training 103

7.12 E-Learning 104

7.13 Performance Assessment 105

7.14 Guidelines for the Design of Training and Instructional Programs 106

7.14.1 Train Using Sets of Holistic Practice Tasks 106

7.14.2 Provide Supportive Information 107

7.14.3 Training Procedural Information 107

7.14.4 Promoting Deeper Learning 108

7.14.5 Environmental Considerations 108

7.14.6 Learning Materials 108

7.14.7 Reducing Training Demands 109

7.15 Conclusion 109

Recommended Reading 109

Section 3 Exemplar Applications

Chapter 8 Making the Work Environment Age-Friendly 113

8.1 The Workplace of the 21st Century 115

8.1.1 Technology in the Workplace 115

8.1.2 Changes in Work Arrangements 116

8.2 What We Know about Older Workers: Myths and Realities 117

8.2.1 Adaptation to Changes in Jobs 117

8.2.2 Older Workers and Productivity 118

8.3 The Potential Implications of Aging for Work 119

8.3.1 Sensory and Perceptual Changes 119

8.3.2 Psychomotor Skills, Strength, and Endurance 120

8.3.3 Cognition and Learning 121

8.4 Conclusion 122

Recommended Reading 123

Chapter 9 Maximizing the Usefulness and Usability of Healthcare Technologies 125

9.1 What Makes Healthcare Technologies Unique? 127

9.2 Movement Control, Perception, Cognition, and Interface Design 128

9.3 Training Issues 132

9.4 Maintenance, Calibration, and Updating of the Technology 133

9.4.1 Maintenance 134

9.4.2 Calibration 134

9.4.3 Updating 135

9.5 Safety Issues 135

9.5.1 Hazard Awareness 135

9.5.2 Warnings 136

9.6 Credibility 136

9.6.1 The Internet 137

9.6.2 Medical Devices 137

9.7 Conclusion 138

Recommended Reading 139

Chapter 10 Transportation 141

10.1 Driving 141

10.1.1 Driver Training and Screening 142

10.1.2 Advanced Technology Systems 145

10.1.3 Redesign of Roadway and Signage Systems 145

10.2 Pedestrian Behavior 146

10.3 Wayfinding in Built Environments 147

10.3.1 Spatial Organization 148

10.3.2 Landmarks, Signage, and Directories 149

10.3.3 Maps 150

10.4 Negotiating Public Transportation Environments 151

10.4.1 Wayfinding 151

10.4.2 Arrival at the Airport 152

10.4.3 Boarding Pass Dispensing Devices 152

10.4.4 Traveling to the Gate 153

10.4.5 Security Area and Embarking/Disembarking Planes 153

10.5 Conclusion 154

Recommended Reading 155

Chapter 11 Designing Accommodations for Aging-in-Place 157

11.1 Where and How Older Adults Live 157

11.2 Evaluating the Home 159

11.2.1 Falls 159

11.2.2 Structural Modifications 160

11.2.3 Lighting 161

11.2.4 Products for Independent Living 162

11.3 Advanced Technology Development 163

11.3.1 Memory Supports 163

11.3.2 Home Monitoring Systems 163

11.3.3 Social Support 164

11.3.4 Technology Acceptance and Privacy Issues 164

11.3.5 Acceptance Decision Tree 165

11.4 Conclusion 166

Recommended Reading 167

Section 4 Tutorials

Chapter 12 Involving Older Adults in Research and Usability Studies 171

12.1 Inclusion of Representative Samples 171

12.2 Selection Criteria 172

12.3 Participant Recruitment 173

12.4 Study Protocols 174

12.5 Measurement Instruments 176

12.6 Guidelines for Including Older Adults in Research and Usability Studies 177

Recommended Reading 177

Chapter 13 Conducting Focus Groups with Older Adults 179

13.1 Developing the Script 179

13.1.1 Introduction and Icebreaker Question 180

13.1.2 Developing the Questions 181

13.2 Preparing for the Interviews 183

13.2.1 Training the Moderator(s) 184

13.2.2 Developing Ancillary Materials 184

13.2.3 Selecting the Interview Environment 185

13.3 Collecting the Data 185

13.3.1 Choosing the Participants 185

13.3.2 Conducting the Interview 186

13.4 Data Analysis 187

13.4.1 Segmenting and Coding the Data 187

13.4.2 Interpreting the Data 190

13.5 Guidelines for Effective Focus Group Research 190

13.5.1 Developing the Script 190

13.5.2 Conducting the Focus Group Session 191

13.5.3 Analyzing and Interpreting the Data 191

Recommended Reading 191

Focus Group Research in General 191

Focus Group Studies with Older Adults 191

Chapter 14 Statistical Considerations in Usability Testing 193

14.1 Precise Measurement Studies 193

14.2 Problem Discovery Studies 196

14.3 Summary 199

14.4 Guidelines for Determining Sample Sizes for Usability Test Studies 200

Recommended Reading 201

Chapter 15 Task Analysis and Error Prediction 203

15.1 Task Analysis 203

15.2 Human Failure Modes and Effects Analysis (HFMEA) 205

15.3 Example: Self-Checkout Systems 206

15.4 Generating the HFMEA for the Example 209

15.5 Summary 214

15.6 Guidelines for Task Analysis and Error Prediction 215

Recommended Reading 215

Chapter 16 GOMS Modeling for Older Adults 217

16.1 Reducing Data Entry Burden for a Software Authentication Process 219

16.1.1 Assumptions about Task Processes 221

16.1.2 Modeling Task Performance at the Operator Level 221

16.1.3 Error Analysis 223

16.1.4 Error Correction Cost 224

16.2 Trade-Offs in Design 227

16.3 Conclusion 228

16.4 Guidelines for GOMS Modeling for Older Adults 228

Recommended Reading 228

Chapter 17 Multimedia Design 229

17.1 Does Media Matter? 229

17.2 The Role of Cognition in Multimedia Learning Systems 231

17.3 Ten Guidelines for Designing Multimedia Instructional Programs 232

17.4 A Software Application Example 237

17.5 Conclusion 238

Recommended Reading 238

Section 5 Conclusion

Chapter 18 Synthesis and Comments 241

18.1 Themes 241

18.1.1 Older Adults Do Use New Technologies 241

18.1.2 Past Experience (or Lack Thereof) Influences Performance 241

18.1.3 If It Cannot Be Seen, Heard, or Manipulated, It Cannot Be Used 242

18.1.4 Age-Related Declines in Cognition Influence Performance 242

18.1.5 Environmental Support/Knowledge in the World/Affordances 243

18.1.6 Preferences Do Not Necessarily Map to Performance 243

18.1.7 Training, Documentation, and User Help Are Necessary (and Should Be Well Designed) 243

18.1.8 User Testing Is Crucial for Successful Design 244

18.1.9 Good Design for Older Adults Is Generally Good Design for Everyone 244

18.1.10 Attitudes Matter 244

18.2 Development of Future Technology 245

18.2.1 New Is Always New 245

18.2.2 New and Improved Is Not Necessarily Better 245

18.3 Conclusion 246

Recommended Reading 248

References 249

Author Index 257

Subject Index 261


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Designing for Older Adults, The first edition of Designing for Older Adults: Principles and Creative Human Factors Approaches broke ground as an easily accessible source of information, a primer on designing for older adults. In this second edition, the authors, as any good h, Designing for Older Adults

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