SearcharxivSearch

arXiv subjects

Blooma John

Publications and source records attributed to Blooma John.

3 recordsLinked to original sources

Design principles to Increase Technology Self-efficacy for Older Australians with Mild Cognitive Impairment (MCI) and Older Carers

The number of people with age related physical or cognitive impairments is increasing due to the worlds ageing population. Technology has the potential to support independent living, and to achieve aged and health service efficiencies, however, there are gaps in our understanding of factors that motivate technology adoption and ongoing use by older adults, especially those with cognitive impairments. This study aims to explore motivators and enablers for technology adoption and ongoing use by older Australians with mild cognitive impairment (MCI) and their carers, to identify technology design principles and guidelines that maximise adoption. Semi structured interviews were used to gather data about individual demographics, needs, priorities, lifestyle, challenges, and experiences with technology. Results of inductive, reflective, thematic analysis indicate that a desire for independence, autonomy and quality of life motivate use of technology, and perceived technology self-efficacy and IT literacy are enablers. The Protection Motivation Theory illustrates that constant technology change is a disabler for technology adoption and sustained use, because it lowers perceived technology self-efficacy and IT literacy, and reduces confidence to use technology. Two high-level technology design principles and related guidelines are proposed, grounded in theory and aligned with Banduras four sources of self-efficacy. These design principles and guidelines are intended to increase feelings of self-efficacy and confident use of technology, while also reducing adverse impacts of technological change and encouraging sustained technology adoption by older adults with MCI to support independent living and quality of life.

cs.HC

Examining Technology Perspectives of Older Adults with Mild Cognitive Impairment: A Scoping Review

Mild cognitive impairment (MCI) may affect up to 20 % of people over 65 years old. Global incidence of MCI is increasing, and technology is being explored for early intervention. Theories of technology adoption predict that useful and easy to use solutions will have higher rates of adoption, however, these models do not specifically consider older people with cognitive impairments, or the unique human computer interaction challenges posed by MCI. We collated opinions from older people with MCI about technology solutions proposed for them, found in 83 articles published between Jan 2014 and May 2024, and found in nine databases. Inductive, thematic analysis of feedback identified five themes (i) purpose and need, (ii) solution design and ease of use, (iii) self-impression, (iv) lifestyle, and (v) interaction modality. Solutions are perceived as useful, even though gaps in functional support exist, however, they are not perceived as entirely easy to use, due to issues related to usability and user experience. Devices which are light, portable, common and have large screens, are preferred, as is multimodal interaction, in particular speech, visual/text and touch. This review recommends future work to (i) improve usability and user experience, (ii) enhance personalisation, (iii) better understand interaction preferences and effectiveness, (iv) enable options for multimodal interaction, and (v) more seamlessly integrate solutions into users lifestyles.

cs.HC

A Virtual Reality Game to Improve Physical and Cognitive Acuity

We present the Virtual Human Benchmark (VHB) game to evaluate and improve physical and cognitive acuity. VHB simulates in 3D the BATAK lightboard game, which is designed to improve physical reaction and hand-eye coordination, on the \textit{Oculus Rift} and \textit{Quest} headsets. The game comprises the \textit{reaction}, \textit{accumulator} and \textit{sequence} modes; \bj{along} with the \textit{reaction} and \textit{accumulator} modes which mimic BATAK functionalities, the \textit{sequence} mode involves the user repeating a sequence of illuminated targets with increasing complexity to train visual memory and cognitive processing. A first version of the game (VHB v1) was evaluated against the real-world BATAK by 20 users, and their feedback was utilized to improve game design and obtain a second version (VHB v2). Another study to evaluate VHB v2 was conducted with 20 users, whose results confirmed that the deign improvements enhanced game usability and user experience in multiple respects. Also, logging and visualization of performance data such as \textit{reaction time}, \textit{speed between targets} and \textit{completed sequence patterns} provides useful data for coaches/therapists monitoring sports/rehabilitation regimens.

cs.HC