Designing for Older Adults Principles and Creative Human Factors Approaches Second Edition by Arthur D. Fisk – Ebook PDF Instant Download/Delivery: 978-1138460409, 1138460400
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ISBN 10: 1138460400
ISBN 13: 978-1138460409
Author: Arthur D. Fisk
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 human factors practitioner would, have considered comments from readers. They have revised and updated each of the original chapters, rearranged some of them for a more natural flow, added a new section of tutorials, and provided updated recommended readings. New in the Second Edition: Two new applications chapters: Transportation and Aging-in-Place New Tutorials section provides hands-on guidance for critical issues Re-organization of Design Guidelines section allows for better flow of topics The new Tutorials section begins by focusing on general issues that need to be considered when involving older adults generally in research and usability studies and more specifically in focus group studies. It elucidates statistical considerations relevant to user testing with older adults and modeling approaches such as task analysis, error prediction, and GOMS analysis. Given the prevalence of multimedia in today�s world, the authors include a tutorial on design considerations for multimedia products in general but especially for older adults. Meet the Needs of Older Adults through Proper Design Reflecting the multidisciplinary nature of the field, this multidisciplinary author team translates a vast array of academic literature into guidelines without losing its strong grounding in science. They discuss the role the field of human factors plays in creating technology that is effective and safe to use. This book provides information specific enough to be immediately applicable yet general enough to be relevant to technologies of the futur
Table of contents:
Section 1
Fundamentals
Chapter 1
Toward Better Design for Older Adults.
1.1 Demographics.
1.2 What Products Do Older Adults Use?
1.3 Is Good Design Worth the Effort?.
1.4 How Do We Define “Older Adult”?
1.5 Toward Better Design
1.6 General Guidelines, Specific Questions.
1.7 Overview of the Book.
Recommended Reading.
Chapter 2 Characteristics of Older Adult Users.
2.1 What Are the Underpinnings of Human Factors?
2.2 What Human Characteristics Should Be Considered?.
2.3 Aging and the Sensory Modalities
2.3.1 Taste and Smell
2.3.2 Haptics
2.3.3 Audition
2.3.4 Vision.
2.4 Cognition..
2.4.1 Memory.
2.4.2 Attention
2.4.3 Spatial Cognition.
2.4.4 Understanding Written and Spoken Language.
2.5 Control of Movements and Movement Speed.
2.6 Summary of Review
2.7 Guidance for Design.
Recommended Reading.
Chapter 3 Guiding the Design Process
3.1 Principles of Design.
3.2 Universal Design
3.3 What Makes a Product Usable?
3.4 Measuring Usability Components.
3.5 User-Centered Design (UCD).
3.5.1 Task Analysis…
3.5.2 Usability Testing
3.5.2.1 Two Perspectives to Usability Testing
3.5.2.2 Usability Test Plan…
3.5.2.3 Think-Aloud Verbal Protocols
3.5.2.4 Equipment.
3.5.2.5 Participants
3.5.2.6 Pilot Testing and Training..
3.5.3 Field Observations.
3.5.4 Interviews
3.5.5 Questionnaires
3.5.6 Focus Groups…
3.6 Design Methods That Do Not Involve the User
3.6.1 Checklists and Guidelines
3.6.2 Heuristic Evaluation
3.6.3 Layout Analysis.
3.7 The Product Design Lifecycle.
3.8 Conclusion
Recommended Reading.
Section 2 Design Guidelines
Chapter 4 Improving Perception of Information.
4.1 Visual Perception.
4.1.1 Text Characteristics.
4.1.2 Icons versus Text.
4.1.3 Additional Factors to Consider.
4.2 Guidelines for Visual Presentation of Information
4.2.1 General Lighting Guidelines..
4.2.2 Text
4.2.3 Use of Three-Dimensional Displays
4.3 Issues in Aging and Auditory Perception
4.3.1 Thresholds for Sounds
4.3.2 Speech Perception.
4.3.3 Localization
4.4 Guidelines for Auditory Presentation of Information…..
4.4.1 Sound..
4.4.2 Speech.
4.5 Issues in Haptics.
4.5.1 Overview of Haptics
4.5.2 Vibration Perception
4.6 Guidelines for Haptic Presentation of Information
4.7 Using These Guidelines for Optimizing Perception of Information
Recommended Reading.
Chapter 5 Design of Input and Output Devices
5.1 Issues in Aging and the Design of Input Devices.
5.1.1 Minimizing Steps
5.1.2 Consistency.
5.2 Types of Input Devices.
5.3 Guidelines for the Design of Input Devices.
5.4 Issues in Aging and the Design of Output Devices
5.5 Guidelines for the Design of Output Devices.
5.6 Using These Guidelines for Effective Design of input and Output Devices..
Recommended Reading
Chapter 6 Interface Design
6.1 Interface Design Issues
6.2 Issues in Aging and Interface Design.
6.2.1 Do Older Adults Use Computer Technologies?
6.2.2 Multiple Levels of User Abilities.
6.2.3 User Goals and Expectations
6.2.4 Information Organization…
6.2.5 Getting Lost in the System and Navigation Tools
6.2.6 Depth versus Breadth
6.2.7 Compatibility
6.2.8 Documentation and Error Recovery
6.3 Guidelines for Effective Interface Design.
6.3.1 Physical Characteristics
6.3.2 Navigation
6.3.3 Information Organization.
6.3.4 Conceptual……
6.4 Using These Guidelines to Facilitate Proper
Interface Design Recommended Reading.
Chapter 7 Design of Training and Instructional Programs
7.1. Principles of Instruction.
7.2 An Integrated Approach to Instructional Design for Complex Tasks.
7.3 Human Cognitive Limitations and the Design of Instructional Programs
7.3.1 Learning Tasks.
7.3.2 Supportive Information.
7.3.3 Procedural Information
7.3.4 Part-Task Practice.
7.4 Illustration of Design Principles and Strategies
7.5 Pacing.
7.6 Organization of the Training Material
7.7 Consistency of Information
7.8 Temporal Spacing Considerations
7.9 Adaptive Training
7.10 Feedback
7.11 The Use of Simulation in Training
7.12 E-Learning.
7.13 Performance Assessment
7.14 Guidelines for the Design of Training and Instructional Programs.
7.14.1 Train Using Sets of Holistic Practice Tasks…
7.14.2 Provide Supportive Information
7.14.3 Training Procedural Information.
7.14.4 Promoting Deeper Learning
7.14.5 Environmental Considerations.
7.14.6 Learning Materials…
7.14.7 Reducing Training Demands
7.15 Conclusion
Recommended Reading.
Section 3 Exemplar Applications
Chapter 8 Making the Work Environment Age-Friendly
8.1 The Workplace of the 21st Century
8.1.1 Technology in the Workplace.
8.1.2 Changes in Work Arrangements
8.2 What We Know about Older Workers: Myths and Realities
8.2.1 Adaptation to Changes in Jobs
8.2.2 Older Workers and Productivity
8.3 The Potential Implications of Aging for Work..
8.3.1 Sensory and Perceptual Changes.
8.3.2 Psychomotor Skills, Strength, and Endurance.
8.3.3 Cognition and Learning
8.4 Conclusion
Recommended Reading.
Chapter 9
Maximizing the Usefulness and Usability of Healthcare Technologies.
9.1 What Makes Healthcare Technologies Unique?
9.2 Movement Control, Perception, Cognition, and Interface Design………
9.3 Training Issues.
9.4 Maintenance, Calibration, and Updating of the Technology……
9.4.1 Maintenance
9.4.2 Calibration
9.4.3 Updating
9.5 Safety Issues.
9.5.1 Hazard Awareness.
9.5.2 Warnings
9.5 Credibility.
9.6.1 The Internet
9.6.2 Medical Devices
9.7 Conclusion
Recommended Reading.
Chapter 10 Transportation.
10.1 Driving
10.1.1 Driver Training and Screening.
10.1.2 Advanced Technology Systems.
10.1.3 Redesign of Roadway and Signage Systems
10.2 Pedestrian Behavior
10.3 Wayfinding in Built Environments…
10.3.1 Spatial Organization.
10.3.2 Landmarks, Signage, and Directories.
10.3.3 Maps.
10.4 Negotiating Public Transportation Environments
10.4.1 Wayfinding
10.4.2 Arrival at the Airport
10.4.3 Boarding Pass Dispensing Devices
10.4.4 Traveling to the Gate
10.4.5 Security Area and Embarking/Disembarking Planes…
10.5 Conclusion
Recommended Reading
Chapter 11 Designing Accommodations for Aging-in-Place
11.1 Where and How Older Adults Live
11.2 Evaluating the Home.
11.2.1 Falls
11.2.2 Structural Modifications
11.2.3 Lighting
11.2.4 Products for Independent Living
11.3 Advanced Technology Development
11.3.1 Memory Supports
11.3.2 Home Monitoring Systems
11.3.3 Social Support.
11.3.4 Technology Acceptance and Privacy Issues.
11.3.5 Acceptance Decision Tree
11.4 Conclusion
Recommended Reading.
Section 4 Tutorials
Chapter 12 Involving Older Adults in Research and Usability Studies
12.1 Inclusion of Representative Samples..
12.2 Selection Criteria.
12.3 Participant Recruitment
12.4 Study Protocols.
12.5 Measurement Instruments
12.6 Guidelines for Including Older Adults in Research and Usability Studies…
Recommended Reading
Chapter 13 Conducting Focus Groups with Older Adults.
13.1 Developing the Script
13.1.1 Introduction and Icebreaker Question..
13.1.2 Developing the Questions
13.2 Preparing for the Interviews..
13.2.1 Training the Moderator(s)
13.2.2 Developing Ancillary Materials
13.2.3 Selecting the Interview Environment
13.3 Collecting the Data
13.3.1 Choosing the Participants..
13.3.2 Conducting the Interview
13.4 Data Analysis.
13.4.1 Segmenting and Coding the Data.
13.4.2 Interpreting the Data.
13.5 Guidelines for Effective Focus Group Research.
13.5.1 Developing the Script..
13.5.2 Conducting the Focus Group Session
13.5.3 Analyzing and Interpreting the Data..
Recommended Reading.
Focus Group Research in General.
Focus Group Studies with Older Adults.
Chapter 14 Statistical Considerations in Usability Testing
14.1 Precise Measurement Studies.
14.2 Problem Discovery Studies..
14.3 Summary
14.4 Guidelines for Determining Sample Sizes for Usability Test Studies
Recommended Reading
Chapter 15 Task Analysis and Error Prediction
15.1 Task Analysis
15.2 Human Failure Modes and Effects Analysis (HFMEA)
15.3 Example: Self-Checkout Systems.
15.4 Generating the HFMEA for the Example
15.5 Summary
15.6 Guidelines for Task Analysis and Error Prediction.
Recommended Reading.
Chapter 16 GOMS Modeling for Older Adults.
16.1 Reducing Data Entry Burden for a Software Authentication Process…
16.1.1 Assumptions about Task Processes.
16.1.2 Modeling Task Performance at the Operator Level.
16.1.3 Error Analysis…
16.1.4 Error Correction Cost.
16.2 Trade-Offs in Design.
16.3 Conclusion
16.4 Guidelines for GOMS Modeling for Older Adults.
Recommended Reading.
Chapter 17 Multimedia Design
17.1 Does Media Matter?
17.2 The Role of Cognition in Multimedia Learning Systems.
17.3 Ten Guidelines for Designing Multimedia Instructional Prograrns..
17.4 A Software Application Example.
17.5 Conclusion
Recommended Reading
Section 5
Conclusion
Chapter 18 Synthesis and Comments.
18.1 Themes
18.1.1 Older Adults Do Use New Technologies
18.1.2 Past Experience (or Lack Thereof) Influences Performance
18.1.3 If It Cannot Be Seen, Heard, or Manipulated, It Cannot Be Used
18.1.4 Age-Related Declines in Cognition Influence Performance.
18.1.5 Environmental Support/Knowledge in the World/Affordances.
18.1.6 Preferences Do Not Necessarily Map to Performance.
18.1.7 Training, Documentation, and User Help Are Necessary (and Should Be Well Designed)
18.1.8 User Testing Is Crucial for Successful Design
18.1.9 Good Design for Older Adults Is Generally Good Design for Everyone….
18.1.10 Attitudes Matter.
18.2 Development of Future Technology.
18.2.1 New Is Always New.
18.2.2 New and Improved Is Not Necessarily Better
18.3 Conclusion
Farmmended Reading
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