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Ergonomic Principles to Improve the Use of Cognitive Stimulation Systems for the Elderly: A Comparative Study of Two Software Tools

机译:符合人体工程学的原则,改善老年人的认知刺激系统的使用:两个软件工具的比较研究

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The aim of our communication is to present results of an evaluation of two cognitive stimulation software tools ("ProfessionalTool" and "StudyTool") and to give recommendations to improve their usability. The evaluation was conducted using a test user on a group of 32 seniors (average age 78.19 years) and a group of 15 people (mean age 30.47 years). The "ProfessionalTool" software includes thirty exercises targeting different cognitive skills. The second software - "StudyTool"- has been designed by our team applying user-centered design. The performances of these interfaces were measured using a questionnaire of satisfaction and a heuristic inspection observation grid, based on ergonomic criteria. The scores obtained by each group and each method of data collection were calculated and compared. An important result is that the number of problems encountered by users in the cognitive stimulation tasks is M=10.09 with ProfessionalTool; i.e. a senior user remained stuck for ten minutes on a settings screen. The results of the questionnaire also indicate problems concerning visual ergonomics guidelines, workload, control and error handling, uniformity and consistency, significance and compatibility. This experience highlights the importance of ergonomics in cognitive stimulation software. Their adaptation to a specific public need is often insufficient, especially as the users have troubles with memory and attention. Our study enables us to make a positive contribution of ergonomic human- computer interaction to cognitive stimulation. Beyond the actual effect of cognitive stimulation that is no longer in doubt, the challenge is to support the use and empower the user. This is only possible through tailored interactions.
机译:我们的沟通的目的是提供评估两个认知刺激软件工具(“ProfessionTool”和“StanceTool”)的结果,并提出建议提高其可用性。评估使用一组32名老年人(平均年龄78.19岁)和一组15人(平均年龄30.47岁)进行评估。 “ProfestmicTool”软件包括针对不同认知技能的三十次练习。第二种软件 - “研究目单” - 已由我们的团队应用以用户为中心的设计而设计。根据人体工程学标准,使用满意问卷和启发式检测观察网格测量这些界面的性能。计算并比较各组获得的分数和每种数据收集方法。重要结果是,认知刺激任务中遇到的问题遇到的问题数量是M = 10.09,具有ProfessionalTool;即,在设置屏幕上,高级用户仍然被卡住了十分钟。调查结果的结果还表明有关视觉符合人体工程学指南,工作量,控制和误差处理,均匀性和一致性,意义和兼容性的问题。这一经历突出了人体工程学在认知刺激软件中的重要性。他们对特定公众需求的适应往往是不够的,特别是因为用户有记忆和注意力的麻烦。我们的研究使我们能够积极贡献人体工程学人体计算机相互作用与认知刺激。除了不再怀疑的认知刺激的实际效果,挑战是支持使用和授权用户。这只是通过量身定制的互动。

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