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Designing displays for older adults / Anne McLaughlin and Richard Pak.

Van Pelt Library TA166 .P34 2020
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Format:
Book
Author/Creator:
McLaughlin, Anne, author.
Pak, Richard, author.
Series:
Human factors & aging series
Human factors and aging series
Language:
English
Subjects (All):
Human engineering.
Older people.
Physical Description:
xiii, 200 pages : illustrations (black and white) ; 24 cm.
Edition:
Second edition.
Place of Publication:
Boca Raton, FL : CRC Press, 2020.
Summary:
"This book is a guide for designers of consumer electronics grounded in research. The design of displays for older adults provides an application of psychological science. The book translates basic psychological research on aging, human factors, and human-computer interaction into a usable form for practitioners who design displays and interfaces"-- Provided by publisher.
Contents:
Machine generated contents note: ch. 1 Introduction
1.1. Demographics and health trends
1.2. How older adults use technology now
1.3. State of the art and what the next 10 years will bring
1.3.1. Self-driving cars
1.3.2. Digital realities
1.3.3. Robots
1.3.4. Artificial intelligence
1.4. Mission statement
Suggested readings and references
ch. 2 Vision
2.1. How vision changes with age
2.1.1. Visual acuity
2.1.2. Contrast sensitivity
2.1.3. Pathological conditions
2.1.4. Visual search
2.2. Interim summary
2.3. Display technologies
2.4. In practice: Presenting web information on a mobile device
2.4.1. Presentation of type
2.4.2. Organizing information on a mobile display
2.5. General design guidelines
ch. 3 Hearing
3.1. Hearing loss
3.1.1. Pitch perception
3.1.2. Loudness
3.1.3. Sound localization
3.1.4. Sound compression
3.1.5. Mp3s, cell phones, and other compressed audio
3.1.6. Background noise
3.2. Interim summary
3.3. Accessibility aids
3.3.1. Hearing aids
3.3.2. Telephony services and amplified technology
3.4. Interim summary
3.5. Human language
3.5.1. Prosody
3.5.2. Speech rate
3.5.3. Environmental support
3.6. Interim summary
3.7. Designing audio displays
3.7.1. Voice
3.7.2. Context
3.7.3. Passive voice
3.7.4. Prompts
3.7.5. Number and order of options
3.7.6. Alerts
3.8. In practice: The interactive auditory interface
3.9. General design guidelines
ch. 4 Cognition
4.1. How cognition changes with age
4.1.1. Fluid abilities
4.1.1.1. Perceptual speed
4.1.1.2. Working memory capacity
4.1.1.3. Attention
4.1.1.4. Reasoning ability
4.1.1.5. Spatial ability
4.1.1.6. Interim summary of fluid abilities
4.1.2. Crystallized knowledge
4.1.2.1. Verbal ability
4.1.2.2. Knowledge and experience
4.1.2.3. Mental models
4.1.2.4. Interim summary of crystallized intelligence
4.2. In practice: Organization of information
4.2.1. Page navigation vs. browser navigation
4.2.2. Previous knowledge and browsing/searching for information
4.3. General design guidelines
ch. 5 Movement
5.1. How movement changes with age
5.1.1. Response time
5.1.2. Accuracy
5.1.2.1. Increasing accuracy
5.1.3. Modeling response time and accuracy
5.2. Interim summary
5.3. Movement disorders
5.3.1. Parkinson's disease
5.3.2. Arthritis
5.4. Accessibility aids for movement control
5.4.1. Feedback
5.4.1.1. Tactile feedback
5.4.1.2. Auditory feedback
5.5. Interim summary
5.6. In practice: Display gestures
5.7. General design guidelines
ch. 6 Older Adults in the User-Centered Design Process
6.1. How testing older users is different
6.2. Requirements gathering
6.2.1. Age-sensitive user profiles and personas
6.2.1.1. Technological demographics and attitudes toward technology
6.2.1.2. Physiological attributes
6.2.2. Task analysis
6.2.3. Surveys
6.2.4. Focus groups
6.2.5. Interviews
6.2.6. Observation studies
6.3. Evaluation/inspection
6.3.1. Heuristic evaluations
6.4. Designing/prototyping/implementing alternate designs
6.4.1. Paper mock-ups/prototyping
6.4.1.1. Representative tasks
6.4.2. Simulating the effects of aging
6.5. Recruiting
6.6. Summary
ch. 7 Preface to Usability Evaluations and Redesigns
7.1. Organization of the redesign chapters
7.2. Displays chosen for evaluation and redesign
ch. 8 Integrative Example: Smart Speakers
8.1. Overview
8.2. Step 1: Create a persona
8.2.1. Persona
8.3. Step 2: Define a task
8.4. Emergent themes
8.5. Tasks analysis of a smart speaker
8.5.1. Common issues
8.5.2. Positive design elements
8.6. Testing
8.7. Revised experience after redesign
Suggested readings
ch. 9 Integrative Example: Workplace Communication Software
9.1. Overview
9.2. Step 1: Create a persona
9.2.1. Persona
9.3. Step 2: Task scenario
9.4. Emergent themes
9.5. Task analysis and heuristic evaluation of using chat-based collaboration software
9.5.1. Major categories of heuristic violations in workplace chat
9.6. Ideas for redesign of chat-based collaboration software
9.7. Summary
ch. 10 Integrative Example: Transportation and Ridesharing Technology
10.1. Overview
10.2. Step 1: Create a persona
10.3. Step 2: Define the task
10.4. Emergent themes
10.5. Task analysis
10.6. Heuristic evaluation
10.6.1. Expert evaluations
10.6.2. New heuristics
10.6.3. Heuristic violations
10.6.4. Heuristics specific to older adults
10.7. Discussion
ch. 11 Integrative Example: Mixed Reality Systems
11.1. Overview
11.2. Step 1: Create a persona
11.2.1. Persona
11.3. Step 2: Task scenario
11.4. Emergent themes for older adult users
11.5. Suggested development and testing methods
11.5.1. Recruitment of representative users
11.5.2. Participatory design with older users
11.5.3. Iterative designs
11.6. Usability testing
11.7. Speculative design
11.8. Conclusion and design recommendations
11.9. Summary
ch. 12 Conclusion.
Notes:
Includes bibliographical references and index.
Other Format:
Online version: McLaughlin, Anne, Designing displays for older adults
ISBN:
9781138341838
1138341835
9781138342613
1138342610
OCLC:
1128889111
Publisher Number:
99987581697

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