Assessing seniors' user experience (UX) of exergames for balance training
- Ather Nawaz,
- Nina Skjæret,
- Kristine Ystmark,
- Jorunn L Helbostad,
- Beatrix Vereijken,
- Dag Svanæs
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewPublication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewHost publication Subtitle
NordiCHI '14Original language
EnglishPages from-to (Number of pages)
Pages 578-587 (10 pages)Publication milestones
- Published - 2014
Publication status
Published - 2014
Publisher
Association for Computing Machinery, United StatesISBN (Print)
978-1-4503-2542-4Publication IDs
- Scopus: 84911448815
Host publication title
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, FoundationalAbstract
Exergames technologies are increasingly used to help people achieve their exercise requirements including balance training. However, little is known about seniors' user experience of exergame technology for balance training and what factors they consider most important for using the exergames. This study aims to evaluate user experience and preferences of exergame technologies to train balance and to identify different factors that affect seniors' intention to use exergames. Fourteen healthy senior citizens played three different stepping exergames in a laboratory setting. Seniors' experience of the exergames and their preference to use exergames was assessed using a semi-structured interview, the system usability scale (SUS), and card ranking. The results of the study showed that in order for seniors to use exergames to train their balance, the exergames should particularly focus on challenging tasks, provide feedback on quality of movement, and provide setup support. Furthermore, healthy seniors did not consider safety to be a concern when playing exergames.
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