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Univ Access Inf Soc

DOI 10.1007/s10209-013-0294-3

LONG PAPER

Bridging the gap between illiterate older adults and cognitive


stimulation technologies through pervasive computing
Victoria Meza-Kubo • Alberto L. Morán •

Marcela D. Rodrı́guez

 Springer-Verlag Berlin Heidelberg 2013

Abstract The global ageing of the population has made collaborative applications and the importance and benefits
the increase in age-related diseases more obvious, some of of integrating SFN members as informal caregivers.
which are accompanied by a patient’s cognitive decline
(CD). That is a hard problem for Mexico, as a large number Keywords Cognitive stimulation  Illiterate older adults 
of older adults belong to marginalized sectors. These older Social family networks  Pervasive collaborative systems 
adults are characterized by their illiteracy and limited Tangible interfaces
financial resources, which make them more vulnerable to
conditions such as the Alzheimer’s disease. According to
the literature, a person who participates often in cognitive 1 Introduction
stimulation (CS) activities reduces the risk of suffering a
CD-related condition. This has provided the motivation to Mexico, like other developing countries, is experiencing an
carry out case studies to understand older adults’ interac- ageing population process that according to estimations
tions in CS sessions, and their relation with technologies will accelerate in the following years [1]. With this, the
and with members of their social family networks (SFN). incidence of age-related conditions will also increase.
To address these technological, social and illiteracy gaps, a Cognitive decline (CD) with or without dementia is one of
pervasive CS collaborative system has been designed and these conditions, which directly affect the quality of life of
evaluated which eases interaction through natural inter- older adults (persons older than 60 years).
faces and enables SFN members to interact with older In addition to ageing, a low educational level and the
adults during their CS activities regardless of their physical lack of social contact contribute to accelerate CD [2]. In
location. The evaluation results provide evidence that this situation, Mexico faces a great challenge, as there are
participants perceived the system as useful, easy to use and high levels of illiteracy among older adults. It is estimated
providing a pleasurable user experience. Furthermore, that one out of three older adults cannot read nor write [1].
these results show the feasibility of augmenting traditional Furthermore, an increasing number of older adults are
board games (e.g. chess, checkers) to create pervasive CS living alone, which may be due to the fact that their
children have moved to their own homes or they are
widowed [1].
V. Meza-Kubo (&)  A. L. Morán
This way, it is important to develop strategies to modify
Facultad de Ciencias, Universidad Autónoma de Baja California,
Km 103 Carr. Tijuana-Ensenada, CP 22860 Ensenada, México in a favourable manner the conditions of the elderly in
e-mail: mmeza@uabc.edu.mx order to prevent the apparition or delay the onset of CD.
A. L. Morán Nowadays, there is no cure for some of these conditions,
e-mail: alberto.moran@uabc.edu.mx for example, the Alzheimer’s disease, thus a multi-
dimensional therapeutic approach that includes both phar-
M. D. Rodrı́guez
macological and non-pharmacological interventions is
Facultad de Ingenierı́a, Universidad Autónoma
de Baja California, Km 103 Carr. Tijuana-Ensenada, proposed. One of these non-pharmacological interventions
CP 22860 Ensenada, México is cognitive stimulation (CS). According to the literature, a

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person who participates often in CS activities reduces the the help of technology, and even found some advantages
risk of suffering a CD-related disease, or improves his/her over using the original implementations (e.g. automatic
cognitive functioning and behaviour [3–5]. activity performance log).
However, access to this kind of intervention is not The aforementioned works provide evidence about the
available to the poorer and more vulnerable social groups, benefits of using systems to complement the recommended
such as illiterate older adults, as many of them usually do traditional therapies for coping with the CD of older adults.
not have coverage, or are not entitled to any health service These technologies require that older adults have experi-
[6]. Thus, given the lack of specialists and programmes to ence on the use of computer-based technologies. However,
attend the CD problem, it is necessary to think of and plan older adults tend to show poor performance in controlling
alternative ways to provide support for them. It is argued in their movements, and greater difficulty in using complex
this paper that pervasive systems could enable the creation interaction devices [9, 10], which could worsen due to their
of accessible computer-based CS materials and activities illiteracy.
for the elderly. Furthermore, making these systems avail- For these reasons, several works have focused on pro-
able through current government specialized centres would viding applications that are more accessible to the elderly.
not only enable addressing some of the aforementioned These proposals include the design of WIMP-based user
limitations regarding availability of the service, but also interfaces that are adequate for the elderly. For instance,
regarding the lack of personnel by facilitating the partici- Fisk et al. [11] proposed a set of design guidelines to cope
pation of older adults’ relatives to monitor and provide help with older adults’ physical and cognitive decline; and
in CS activities. Kurniawan et al. [12] proposed a set of design guidelines
The remaining sections of the paper are organized as for the design of web pages that are adequate to older
follows. Sections 2 and 3, respectively, describe related adults given their visual impairment. In addition, other
work and the methodology followed to conduct this works have proposed the use of alternative and more
research. Section 4 describes an ensemble of case studies ‘‘natural’’ interaction mechanisms, such as virtual reality,
that enabled the development of an initial understanding touch, tangible or mixed interfaces. For instance, tangible
regarding older adults’ interactions in CS activities and user interfaces have been proposed in order to facilitate
some features of their social family network (SFN). Sec- older adults’ interaction with the digital world. A tangible
tion 5 presents the main design and implementation aspects user interface ‘‘gives physical form to digital information,
of the prototype pervasive CS collaborative system devel- employing physical artifacts both as representations and
oped. Section 6 describes and discusses the process fol- controls for computational media’’ [13]. Examples of this
lowed to evaluate the proposed system, as well as the include the work of Davidoff on Mailbook [14], which uses
obtained results. Section 7 discusses the importance and a tangible book metaphor and interface to facilitate email
benefits of using interfaces that are more suitable for illit- communication for the elderly; and the work of Hodges
erate older adults and for involving the members of their et al. [15], which uses an augmented coffee set to assess the
SFN into their CS activities using a system such as the cognitive status of an older adult through an activity of
proposed one. Section 8 concludes the paper and proposes daily living (i.e. coffee preparation).
some lines of future work. A factor that contributes to accelerate CD in older adults
is the lack of contact with members of their social family
network (SFN—family and friends). Some works propose
2 Related work the use of pervasive computing as a means to provide
connection between family members. For instance, Morris
Several research works have proposed technological solu- [16] proposes social-network visualizations, that are con-
tions to cope with CD. These proposals are based on tinuously updated with sensor and self-reported data, to
studies that identify CS therapy as a strategy for main- foster awareness and empowerment of social health; Vetere
taining the mental functions of older adults and their et al. [17] proposed the support of multi-generational bonds
quality of life. Some works propose the use of formal (e.g. the virtual box system that supports reciprocal inter-
exercises, such as those used in traditional (non-techno- action among grandparents and their grandchildren by
logically supported) therapies. Smartbrain and GRADIOR integrating the fundamental themes of play, setting, reci-
[7, 8] are examples of these multimedia applications that procity and expression.
implement personalized exercises for the cognitive training Other works aimed at improving older adults’ cognitive
of the older adults’ preserved abilities using standard state, and have proposed the design of additional CS
computers and touch screens. Tárraga [7] proposed that activities. For example, the use of digital games was pro-
there were no differences in a cognitive intervention pro- posed as a promise to improve the quality of life of older
gramme for older adults when activities were applied with adults, with the potential to improve their physical and

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mental health, and their social networking, and in general, main results of these studies established a baseline of initial
offering a fun way to spend time. Examples of these works findings to support further efforts.
include: (1) ElderGames [18], a platform that allows users
Phase 2: Design and implementation: By using scenario-
to improve their cognitive skills and individual well-being
based design, the way to design accessible technology for
by playing on a mixed-reality platform, (2) SOCIABLE
illiterate older adults was envisioned to perform their CS
[19], a platform that implements a set of cognitive training
activities as well as the way SFN members could be
games (using the Microsoft Surface computer) that cover
introduced into these activities. The creation of scenarios
the needs of elderly people with mild cognitive impairment
of use allowed to envision and frame the understanding
and of people suffering from mild Alzheimer’s disease. Its
obtained in phase 1, and to identify a set of design insights,
aim is to facilitate the social interaction of older adults, and
which later informed the design and implementation of a
the management of electronic health records to health
prototype of a pervasive collaborative system to support
professionals.
older adult’s CS activities.
The approach proposed in this paper, similar to that of
Gamberini and Alcaniz [18] and Pantelopoulos et al. [19], Phase 3: Evaluation: In order to evaluate the interaction
is to introduce suitable interaction mechanisms, so that of illiterate older adults with the proposed system, and to
illiterate older adults could actually perform their CS determine the importance and benefits of integrating the
activities and benefit from computer-based CS technolo- members of the older adult’s SFN into their CS activities
gies in a natural and simple way. The proposed method- (as informal caregivers), in this phase the system was
ology involves the integration of tangible interfaces, and evaluated with a group of older adults and their relatives,
pervasive and collaborative systems, in order to do so. The who expressed their opinions regarding the perceived
present work proposes that an approach enabling the usefulness and ease of use of the proposed system.
elderly to receive therapy using the concept of play, and at
the same time to interact with their relatives, will have
positive effects in their CD, but will also enable them to 4 Phase 1: Initial understanding
maintain and extend their SFN. Thus, it is important to first
better understand how older adults perform their CS 4.1 Case study 1: Identifying the actors, roles
activities and how older adults’ SFN relationships evolve and their interactions within a CS session
across time and space in order to propose a system design
that enables us to create appropriate user interfaces for To identify those involved in the CS activity, their roles
illiterate older adults and the diversity of members in their and ways of interaction, an observational study of a CS
SFN. session was conducted at a local older adult’s residence
[20]. Participants were 10 patients and 3 caregivers; 7 of
which had less than 6 years of study, and all were illiterate
3 Methodology regarding computer use. Different actor–actor and actor–
materials interactions were identified, which had different
In order to design technologies to support CS activities, purposes. The observed interactions were:
during the last 3 years, several studies were performed
• Patient–caregiver interaction, this occurs between the
that enabled to understand how pervasive computing
older adult and the caregiver, with the older adult
technology could support these interactions and how they
initiating it to request help or to request to end an
can be supported. These studies were performed in three
activity (e.g. ‘‘Which [one] is the four? [Addressing to
phases:
caregiver]’’);
Phase 1: Initial understanding: In this phase, three • Caregiver–patient interaction, the older adult and the
studies were performed in order to gain an initial under- caregiver are also involved, but the interaction is
standing regarding older adults’ SFN and their participation in initiated by the latter, in order to provide directions to
CS activities. The first study aimed at identifying the actors, older adults or to encourage them to perform the CS
roles and their interactions within a CS session [20]. The activity (e.g. ‘‘caregiver: Let’s see, these … you have to
second study aimed at further understanding the factors and put them in here and you have to look to which it
problems faced by older adults when working with CS resembles most’’);
materials during a CS session [21]. The third study aimed at • Caregiver–patient–patient interaction, occurs when a
identifying factors that affect the relationships of older adults caregiver allows or promotes the integration of a
with their family [22], in order to characterize the older adult’s second older adult to the activity of a first one, with the
SFN and to identify how it evolves across time and space. The aim of providing feedback to the first older adult and

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promoting help among them (e.g. ‘‘Patient1 has been 14:1 s). It was observed that older adults’ moving and
observing the activity of patient2 (whom is making a rotating operations on logical pieces became highly
mistake), and patient1 knows the answer, and decides complex with the computer’s mouse. Surprisingly, even
to participate. Patient1: This is number seven [pointing though participants had better performance using the
at the right piece] Caregiver: That is right, that is physical Tangram, most of them expressed a preference
number seven’’); towards the use of the digital Tangram (e.g. ‘‘I prefer to
• Caregiver–caregiver interaction, this kind of interac- use the computer in the future, to learn how to use it, that
tion occurs when a caregiver interacts with another looks ease, but [manipulating] the mouse is compli-
during the CS session in order to give directions to cated’’). A possible explanation, based on information
other caregivers, to seek help from or to delegate tasks from the on-exit interview, is that they expressed interest
to other caregivers, or to request information regarding in learning to use the computer because they consider it as
an older adult (e.g. ‘‘caregiver1 is working with a powerful tool [for communication and social interac-
Patient1 and Patient10, when Caregiver2 brings tion], which could be used to interact with the members of
Patient2 to the yard. Caregiver1: Bring her to this side, their SFN. This way, the effort required to learn to use the
bring Patient2 here’’); computer would pay off, however, they should have to
• Caregiver–materials interaction, this type of interac- solve their difficulties to use the mouse or keyboard
tions occur between the caregiver and the materials, devices. These results suggest the need to explore alter-
and are related to the preparation or configuration of the native interaction mechanisms for CS applications for
cognitive stimulation activity with the aim of choosing older adults. Thus, the use of tangible interfaces is pro-
materials for older adults, to deliver materials to older posed, to combine the use of physical objects (ease of
adults or to remove materials from the table (e.g. interaction) with the use of the computer (additional
‘‘Caregiver1 walks to the table of materials. Caregiver1 motivation to participate in the activity).
takes a set of foam rubber puzzles and observes them
one by one, until he chooses one of them. Once the
4.3 Case study 3: Identifying factors that affect
materials are chosen, he takes them to the worktable
the relationships of older adults with their family
and puts them in front of Patient1’’);
• Patient–materials interaction, in this type of interac-
To understand the evolution of the relationships among
tion, older adults interact with the involved supporting
older adults and their children, and how current com-
materials in order to perform their CS activities.
munication technologies are used to preserve these rela-
tionships, a study was performed through semi-structured
4.2 Case study 2: Understanding older adult–materials interviews conducted with six older adults between 65
interactions during a CS activity and 75 years old and their children [22]. The main find-
ings are: (1) The focus of their relationships change over
To explore alternative interaction mechanisms that may the years, (2) older parents become the focal point for
be integrated in a system that aims to support older adults family gatherings and news distribution, (3) female
to perform their CS activities, a study was carried out to children tend to have a closer relationship with their old
compare two types of interaction in a CS activity: direct parents, (4) children encourage their parents to carry out
manipulation of physical objects and indirect manipula- different activities to cope with their loneliness, (5)
tion of digital objects [21]. Participants in the study were children do not consider the current CD of their parents
a group of 27 older adults, aged between 60 and 88 years as a problem and (6) the adoption of new communication
old, from a local government elderly support programme; technologies (such as the use of portable phones and SMS
23 of them had at least 5 years of elementary school. The technologies) has positively affected the parent–child
activity consisted of solving a Tangram, a 7-piece Chi- relationships.
nese puzzle, with which different figures or patterns can These findings enabled the identification of certain roles
be formed. In the first modality, the Tangram was technology should play in order to facilitate the involve-
assembled by direct manipulation of the wooden pieces, ment of the members of older adults’ intergenerational
while, in the second modality, it was assembled by SFN in their CS activities. Technology should facilitate not
indirect manipulation of the logical pieces using the only the active participation of those who already maintain
computer’s mouse. a strong relation or interact frequently with older adults
The main results of this study indicate that manipulating (such as the daughters), but also those that may face
the pieces was much easier for older adults using the restrictions to interact with them (e.g. due to distance or
physical Tangram game than using the digital one (rate of lack of time to frequently visit the older adult).

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5 Phase 2: Design and implementation of a pervasive and motor and literacy skills, since inadequate interaction
CS collaborative system means could derive frustration or anxiety, and thus hinder
the active participation of the older adult.
Taking into consideration the results of the previous stud-
ies, an ensemble of design insights was identified that a
5.2 Scenario
system seeking to facilitate older adult’s CS activities
through technology and to integrate SFN members into
Based on the insights identified in the previous section, the
those activities should consider. A brief discussion of these
following scenario envisions the use of specific technolo-
insights follows.
gies to facilitate to illiterate older adults the execution of
their CS activity and to address the seamless integration of
5.1 Design insights
members of the older adult’s SFN into this activity.
This scenario depicts the functionality of a system,
5.1.1 Communication
which is used by older adults from a governmental Senior
Citizen’s Center and their remote relatives. The system
Older adults and their relatives should be able to commu-
considers specific features to address issues regarding the
nicate among each other in a synchronous manner. Com-
interaction of older adults with materials and with other
munication mechanisms should allow for coordination and
participants. For instance, it considers: (1) the use of a
socialization while performing a CS activity. Furthermore,
Tangram game to cognitively stimulate the older adults, as
designers should consider that most of older adult users
they prefer to participate in a board game rather than on a
would have high illiteracy levels, so that the selected
formal exercise; (2) the use of a tangible user interface
communication mechanisms should not require them to
(TUI) for the Tangram game to allow for the direct
read or write.
manipulation of the puzzle pieces, as it is easier for older
adults to play the game by actually interacting with (i.e.
5.1.2 Awareness
moving) the wooden pieces rather than interacting with the
digital pieces using a mouse; (3) the use of an audio
Older adults and their relatives should be able to become
channel to allow for verbal interaction between the older
aware of the opportunities for interaction before starting a
adult and his remote relative, as it is easier for an illiterate
CS session, and be aware of what is actually happening
older adult to ‘‘talk’’ to his relative rather than having to
during the execution of the CS activities. Designers should
‘‘write and read’’ messages to interact with him and (4) the
promote the use of simple notifications mechanisms so that
use of a digital version of the Tangram game in a desktop
older adults could easily interpret them (e.g. graphical or
system, as a common interaction modality for the younger
sound notifications).
relative (e.g. children or grandchildren), among others.
5.1.3 Collaboration ‘‘At the Senior Citizen’s Center, Carlos moves to the
entertainment room, and goes to one of the multi-
Older adults and their relatives should be able to collabo- touch tables (Fig. 1a). The system detects his pres-
rate and perform their CS activities regardless of their ence and displays a welcome message on the table.
being co-located or distributed. Relatives should be able to Then, the system asks him to choose one of the
take on the caregiver role during the CS session, and per- scheduled exercises proposed by the specialist. He
form any action required, including providing help or chooses the Tangram game (according to him pref-
feedback, and giving instructions or encouragements, erences) and takes the required materials. As Carlos
among others. As for communication, collaboration starts the activity and interacts with the tangible
mechanisms should not require older adults’ abilities such pieces of the Tangram, this is reported to those
as reading or writing. members of his SFN who have subscribed to this
service to be notified via their Smartphones. His son
5.1.4 Interaction with materials Cruz has indicated, to all members, that he may
attend to his father’s CS activity at that moment
Older adults and their relatives should be able to execute (Fig. 1b). After solving two puzzles, Carlos starts to
every required action on the materials, or environment, in have problems, as the third one is slightly more
order to participate or to provide support for the actual CS complicated than the two previous. Thus, Cruz, who
activity. This implies that older adults and relatives should has been receiving reports about the progress of the
be provided with the adequate means to manipulate CS activity on his Smartphone, goes to his computer
materials, considering factors such as their age, preferences and starts the Digital Tangram remote interface

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Fig. 1 a The older adult interacting with the TUI, directly manip- notification system through his Smartphone. c The relative interacting
ulating the physical Tangram pieces over the GUI projected on the with the traditional (GUI ? mouse) interface to participate in the CS
tabletop multi-touch surface. b The relative interacting with the activity

(GUI ? mouse ? keyboard), which presents the 5.3.1 Older adult client interface
current status of the activity and enables him to
participate in the CS activity (Fig. 1c). In the Col- This interface allows illiterate older adults to perform their
laboration Client, he can see his father’s movements CS activities in a more natural way as they are more used
and provide feedback during the assembly of the to directly manipulate physical objects instead of indirectly
puzzle through the audio channel that has been ini- manipulate digital objects using the mouse. The proposed
tiated between the two applications. In this way, simplified interface uses audio or pictures instead of text
Carlos is able to complete the whole set of exercises for instructions or messages. The main elements of the
of the CS activity and achieves 20 min of interaction interface include (see Fig. 2a): the shared digital board or
(feedback, support, socialization) with his son. A work area that is projected on the tabletop, the tangible
record of the activity has been saved in order for the objects and their digital representation, an exercise selec-
specialist to track Carlos’ performance evolution’’. tion and solution menu, the SFN member picture and status
and a tele-pointer for the remote relative user.
From the previous scenario, it was noticed that Carlos
did not experience any problem to perform the CS activity
5.3.2 SFN members’ collaboration client interface
by using the tangible and touch interfaces. However, he
had problems due to the difficulty of the task. In order to
This interface basically replicates the older adult client
assist Carlos with this problem, his son Cruz was notified
interface and gathers gesture and audio information to be
and allowed to participate in his father’s CS activities. On
sent to the older adult’s client side. The main difference is
the one hand, Cruz acted as a caregiver providing
the absence of the TUI physical objects. It includes (see
instructions, feedback and motivation to Carlos. On the
Fig. 2b), the shared digital board or work area, the digital
other hand, Cruz participation was essential to achieving
representation of the objects and the exercise selection and
Carlos completion of the activity, as he represented an
solution menu.
additional motivator.
The current prototype system integrates functional ver-
sions of these three clients. Figure 3 shows its main com-
5.3 System prototype ponents. The older adult client interface introduces the use
of tangible objects and a multi-touch tabletop surface
Based on the insights presented above and on the envi- computer as alternative means of interaction for the older
sioned scenario, a prototype of a pervasive collaborative adult. The tangible interface uses a Reactivision server for
system that provides support for CS sessions was devel- the recognition of the Tangram pieces, and the TUIO
oped, which is accessible to illiterate older adults and that protocol for communication with the actual computer
allows for the integration of remote SFN members. application [23]. The SFN member collaboration client
Figure 2 shows the two main interfaces of this system: The interface presents a traditional GUI-based interface that is
older adult client and the SFN member collaboration client used with a mouse and keyboard. The SFN member com-
interfaces. munication client interface presents the functionality of a

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Fig. 2 System prototype:


a TUI-based older adult client
interface on a tabletop multi-
touch surface. b GUI-based
SFN member collaboration
client interface on a laptop
computer

Fig. 3 Main components


of the pervasive CS
collaborative system

basic notification system in a Smartphone. It presents the obtain their opinion regarding the perceived usefulness and
messages it receives from the older adult client interface. ease of use of the proposed system.
Event communication between the older adult client and
the SFN member clients is implemented using a client– 6.1 Participants
server architecture (C#, socket based, custom XML pro-
tocol), which basically replicates a subset of events from Participants were six healthy older adults, and six of their
the local client to the remote client using an Internet con- relatives (one per older adult), including 5 adult children,
nection. Audio communication between the older adult ages between 33 and 55 years and 1 grandchildren,
client and the SFN member collaboration client was 21 years old. All of the older adults’ relatives had experi-
implemented using an off-the-shelf audio application. ence on using computers. Older adults with cognitive
decline did not participate in this part of the study, as they
were unable to respond to the questionnaires by
6 Phase 3: Evaluation of the proposed system themselves.

The aim of this evaluation was to determine the importance 6.2 Setting
and benefits of integrating the members of the older adult’s
SFN as informal caregivers, and as additional motivators, The evaluation was conducted at a controlled setting that
during the execution of the older adult’s CS activities, and was adequate for the older adult and her relative, either at

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the university premises (5) or the older adult’s home (1). assembly of four figures using the Tangram puzzle (max-
The latter setting was considered due to mobility restric- imum 10 min). In this case, the older adult performed the
tions of one of the participants at the time of the evaluation. activity while his/her relative observed and provided help
In order to try to minimize the differences between the two and motivation and (2) an entertainment activity, which
environments, similar arrangements were established using consisted on playing during 10 min with one of the pro-
the same video projector and tabletop surface and laptop vided games (Tic-Tac-Toe, Checkers and Connect-4).
computers. Video projection and questionnaire fill-in pla- Older adults choose the game they preferred and then they
ces were established at both places. In addition, separate and their relative played against each other.
places for the execution of CS exercises were also estab-
Stage 3. On-exit questionnaire: Finally, an on-exit
lished in order to simulate the relative’s remote assistance
(TAM-based) questionnaire was applied. Participants were
situation. At the university premises, we used contiguous
asked about their general perception of ease of use and
rooms, while at the older adult’s home participants were
usefulness by using standard questionnaires [24]. The
located in opposite ends of a living room with a temporal
perceived usefulness, ease of use, intention of use and
division between them, so that they had no line of sight
expected use sections, are important factors influencing
between them, and were able to maintain voice commu-
user acceptance of information technologies. Questionnaire
nication through the audio channel.
items were included that enabled the examination of other
factors that may play a critical role in shaping perceived
6.3 Procedure
ease of use in the early stages of user experience with a
system [25, 26]. Questions were added regarding the per-
The evaluation consisted of three stages:
ceived anxiety and perceived enjoyment while using the
Stage 1. Video projection: Older adults and their relatives system. Most questionnaire items were measured on a
observed a video clip showing a scenario of use of the 7-point Likert scale, ranging from 1 (‘‘completely dis-
proposed system, similar to the one presented in Sect. 5.2. agree’’) to 7 (‘‘completely agree’’). Additional open ques-
At the end of the video projection, facilitators responded to tions were included in order to obtain details regarding the
all the participants’ questions that might have arisen. CS activities that they perform and the communication
technologies that they use. Facilitators helped older adults
Stage 2. Cognitive stimulation activity: Older adults and
to complete the questionnaire by reading the questions and
their relatives participated in a CS activity exercise. The
writing their answers.
aim of this exercise was to let them know and use the
proposed system. A pair of facilitators explained the pur-
6.4 Results
pose of the exercise, one providing support to the older
adult and the other to the relative. Each participant used
This section presents the results of the TAM-based ques-
their respective interfaces, the tangible interface (physical
tionnaire as answered by participants during the on-exit
objects on the tabletop multi-touch surface computer)
survey. Results relating to an actual perception of use (ease
for the older adult and the traditional interface
of use, usefulness, enjoyment and anxiety) are presented in
(GUI ? mouse ? keyboard) in the laptop computer for the
Table 1, while those related to projected use (intention of
relative.
use and expected use) are presented in Table 2. These
Participants performed two different activities: (1) a results are further discussed based on evidence observed
cognitive activity, which consisted on carrying out the during the actual execution of the study.

Table 1 Results regarding ease


Both activities—mean (SD) Cognitive activity Entertainment activity
of use, usefulness, enjoyment
and anxiety as perceived by Older adults Relatives Older adults Relatives Older adults Relatives
older adults and their relatives,
for both and each kind of Ease of use 6.28 (.36) 6.76 (.11) N/A N/A
performed activities (cognitive 6.52 (.35)
or entertainment)
Usefulness 6.40 (.28) 6.26 (.18) 6.54 (.29) 6.28 (.18) 6.25 (.21) 6.23 (.19)
6.32 (.23)
Enjoyment 6.47 (.37) 6.33 (.14) 6.14 (.14) 6.23 (.08) 6.80 (.08) 6.42 (.14)
6.40 (.28)
All values are means, followed Anxiety 2.36 (1.2) 1.80 (.50) 2.61 (1.49) 1.80 (.50) 2.11 (1.10) 1.80 (.50)
by standard deviations in 2.17 (1.02)
parentheses

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Table 2 Results regarding intention of use and expected use by both relatives as an aid in the execution of the CS activities and
participants (2) the entertaining activity is perceived as more useful for
Older adults Relatives socialization and having fun (e.g. ‘‘[Game] is a common
game, already known to both of us, and thus familiar’’,
Intention of use 6.28 (0) 5.78 (.10)
‘‘The [Game] fosters the older adult and grandchildren’s
6.03 (.29) interaction’’).
Expected use (days/week) 5.23 (.32) 4.28 (.89)
4.76 (.79) 6.4.1.3 Enjoyment Overall, perceived enjoyment for the
system was high (6.40, SD = .28, agree/completely agree)
both for older adults (6.47, SD = .37) and their relatives
6.4.1 Participants’ actual perception of use (6.33, SD = .14). The results show that the entertainment
activity was graded slightly higher (older adults 6.80,
6.4.1.1 Ease of use Evaluation results provide evidence SD = .08 and relatives 6.42, SD = .14) than the cognitive
that all participants perceived the system as ease to use activity (older adults 6.14, SD = .14 and relatives 6.23,
(6.52, SD = .35, agree/completely agree). Particularly, SD = .08). A possible explanation for this could be that (1)
relatives perceived the system slightly easier to use (6.76, the entertainment activity was familiar to them (‘‘this is the
SD = .11) than older adults (6.28, SD = .36). A possible game I know…’’, ‘‘I know how to play this one’’), while
explanation for this could be that most relatives are current the cognitive activity was unfamiliar (‘‘this is my first time
computer users either at work or at school, and thus the playing the Tangram’’), (2) the entertainment activity was
technology used was familiar to them. On the contrary, more engaging to both of them as it represented a com-
older adults were not familiar to the tangible user interface petition or challenge between the older adult and his/her
(TUI) provided, and although it used physical objects, they relative (‘‘I got you’’, ‘‘I will let you win next time’’), while
were required to actually understand that these objects the cognitive activity represented a challenge mainly to the
acted as the interface to the system. In this sense, an older older adult, whom has even expressed that this activity
adult said that [she] ‘‘… was used to play the Tic-Tac-Toe made her feel under evaluation. Finally, these character-
by drawing the crosses and the circles’’ given that in the istics of the entertainment activity allowed for a more
tangible version of the game they used wooded cross and social interaction, even with participants’ laughter and
circle pieces which had to be physically placed over the jokes, which did not happen during the cognitive activity.
projected board, instead of using a gesture to draw the cross
or circle as in the original (paper- and pencil-based) game. 6.4.1.4 Anxiety The data gathered through the TAM-
The fact that both users considered that the system based questionnaire provide evidence that the perceived
(including its interfaces) was easy to use, allowed us to anxiety regarding system use was low for participants
conclude that each interface was adequate for its target (2.17, SD = 1.02); this means that they disagree/slightly
user. As regards to the proposed metaphor (game concept), disagree when answering questions such as ‘‘I felt nervous
it can be considered adequate as it was understood and using the [cognitive]/[entertainment] system’’. Particu-
managed by both users for the execution of the activities. larly, the perception of anxiety was slightly higher for
Finally, regarding the provided audio channel, it allowed older adults (2.36, SD = 1.2) than for their relatives
for adequate and transparent communication and collabo- (1.80, SD = .50). Additionally, the results showed that
ration between both participants. older adults felt slightly more anxious during the cogni-
tive activity (2.61, SD = 1.49) than during the enter-
6.4.1.2 Usefulness Evaluation results also provide evi- tainment activity (2.11, SD = 1.10). A possible
dence that all participants perceived the system as useful explanation for this is twofold: (1) most older adults
(6.32, SD = .23, agree/completely agree). Participants perceived the cognitive activity as a challenge just for
agreed that activities were useful for both functions, cog- them, and even perceived it as a test or evaluation; while
nitive and entertainment. However, there is a slight dif- for the relatives this activity represented an opportunity to
ference in the perceived usefulness for the cognitive try to help their older adult’s relative on a particular task
function between older adults (6.54 [SD = .29]) and their and (2) the cognitive activity (Tangram game) was
relatives (6.28 [SD = .18]). unfamiliar to all older adults, while the entertainment
Possible explanations for this could be that (1) the activity was familiar for all, but one (‘‘I had already
Tangram activity is perceived as more useful to cognitively played tic-tac-toe and checkers before, but the Tangram
stimulate the older adult (e.g. ‘‘[it] requires you to think game was unknown to me’’). Finally, the reported high
more’’, ‘‘it requires mental ability and ‘awakens’ your ease of use enabled participants to focus on the activity
cognitive abilities’’), and to allow the participation of rather than on the means to perform it (e.g. user interfaces

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and communication channel), allowing them to achieve a games. Regarding board games use, 4 out of 6 participants
high level of enjoyment also reported. (66.6 %) expressed that they usually play board games
with their grandchildren when they come to their home, as
6.4.2 Participants’ projected use a way to entertainment them and have fun together.

6.4.2.1 Intention of use The results from the evaluation


provide evidence of high intention of use (6.03, SD = .29) 7 Discussion
by participants. Older adults stated to have a higher
intention to use the system (6.28, SD = .0) than their rel- The case studies and the evaluation conducted provide
atives (5.78, SD = .10). A first possible explanation refers evidence of the benefits perceived by potential users of the
to the difference in time availability for this type of proposed system, which was designed to: (1) be easier to
activities. On the one hand, older adults stated to have use for illiterate older adults through the use of accessible
plenty of time available to perform this kind of activities. multi-modal interfaces (tangible and touch) and to (2)
On the other hand, SFN members declared their intention enable the participation of the members of their SFN in the
to use the system but were conscious about their time CS activities by means of the game concept.
limitations, as most of their time is dedicated to their main It can be argued that the development of natural and
activities—work or school—(‘‘I’m sure is a good option to pervasive systems for CS activities facilitated the interac-
stay in touch with my parents, and it would help us to be tion between users and technologies, including illiterate
aware of them whenever our activities and commitments older adults. Moreover, the addition of collaborative fea-
allow us’’). A further explanation refers to an additional tures to the system allows for the participation of members
motivation that older adults found to use the system, of their SFN. The natural and easy access to a communi-
regarding its use as a means of interaction and communi- cation and shared collaboration channel, and the addition
cation with distant SFN members. Relatives, on the other of suitable mechanisms to be aware about participant’s
hand, did not found this additional motivation. In addition, events during the CS activity, allowed older adults and
it should be noted that the older adult has a one-to-many their relatives to collaborate (e.g. the cognitive activity),
relation to his relatives, while their relatives have a one-to- compete (e.g. the entertainment activity) and socialize (e.g.
one relation with their parent/grandparent (e.g. one mother/ aspects of social communication related to the actual
father—many children and grandchildren). gaming experience, or about the social or family context of
the SFN that involves them), in a fun and entertaining
6.4.2.2 Expected use Participants were also asked to environment, regardless of older adults’ illiteracy levels.
state the expected use they would give to the system if they Furthermore, it can be argued that providing collabora-
have it available. The mean expected use in days per week tive activities that encourage SFN members to spend time
is slightly higher for older adults (5.23, SD = .32) than for together by playing games and using pervasive interaction
their relatives (4.28, SD = .89). As discussed for the devices appropriate to their age and computer skills is of
intention of use, a possible explanation for this could also great importance. For this reason, the concept of play is
be related to the difference in time availability to perform considered as an appropriate approach to enable older
the activity (‘‘I am not sure I would use it, because I have adults to receive therapy, and at the same time, to interact
little spare time at home or work’’). with their relatives. This will have positive effects not only
by preventing the apparition or acting on the older adults’
6.4.3 Open questions CD evolution, but also by facilitating the involvement of
the younger members of the SFN.
Finally, regarding the open questions to obtain information It was also observed that a CS activity based on a
about their communication practices and CS activities, 5 competition game was perceived as more attractive to older
out of 6 participants (83 %) reported that the telephone is adults since it provides the opportunity to interact with
their main communication technology—the remaining their children or grandchildren. But it is important to
participant does not have a cellular or landline telephone. mention that the proposed activities and games must be
Only 2 out of 6 participants (33.3 %) reported having used known to older adults, or very simple to learn, to avoid
email for communication with their siblings and friends, frustration or deception.
and this motivated by the high costs of international calls. This way, the evidence obtained in the evaluation, as
Regarding CS activities, none of the participants reported in Sect. 6, concerning the high perceived levels of
receives CS from a specialist, but all of them consider that ease of use, usefulness and enjoyment, along with the low
they perform several activities that promote their mental levels of anxiety, suggests that systems like the one pro-
health, for example, reading, exercising and playing board posed represent a good opportunity to assist in the CS of

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older adults. Furthermore, according to the evaluation conditions such as the Alzheimer’s disease, but also has
results, the features of the proposed system also: (1) pro- posed a challenge in terms of whether and how technology
mote socialization by allowing the participation of relatives could support their treatment. Among others, cognitive
and (2) help to cope with the older adults’ lack of experi- stimulation has been proposed as a non-pharmacological
ence using computer-based applications and their illiteracy intervention to cope with the cognitive decline associated
by means of the use of more natural interfaces to conduct to some of these diseases. However, it is also necessary to
the activity (tangible and touch) and to communicate dur- address important limitations for its implementation, such
ing the activity (audio channel). as the lack of specialized personnel to conduct therapy, or
The findings of this study replicate, and are supported the difficulty of access by some marginalized groups, such
by, the results of several related works. For instance, Tár- as those with low education or income. This work has
raga et al. [7] considered that both formal and entertain- proposed an approach regarding how pervasive CS col-
ment activities should be used to promote the CS of older laborative systems could provide members of such groups
adults, as these allow to take the older adults’ preferences with a natural and easy means of interaction with tech-
into consideration; Davidoff et al. [14] and Hodges et al. nology (in order to deal with accessibility problems).
[15] considered that it was important to facilitate adequate Moreover, this approach can promote the integration of
interaction mechanisms to older adults through alternative members of the older adults’ SFN to provide support
interaction modalities (e.g. tangible interfaces), so that they during the CS activities, allowing them to act as informal
focused on the activity and not on the interaction mecha- caregivers, and as additional motivators and attention
nisms used to perform the activity and finally, Gamberini keepers (in order to deal with the lack of specialized per-
and Alcaniz [18] and Pantelopoulos et al. [19] considered sonnel to assist them).
that common and well-known entertainment activities Notably, both types of participants considered the sys-
should be used, as these were more enjoyable to partici- tem useful and ease to use. It is important to mention that
pants (older adults and their relatives), and allowed to even though older adults and their relatives felt little anx-
engage them in the CS activity. iety while using the system, this factor did not impact their
Finally, it is important to highlight what are considered to perceived ease of use and usefulness about it. A possible
be the two main limitations of the present work. An important explanation, as expressed by participants, was that their
limitation regarding the study refers to the size of the sample anxiety resulted from playing a game that they did not
used in the evaluation. The small number of participants (12 knew, and not necessarily from using the system (i.e. the
participants, 6 older adult-relative pairs), although allowed to proposed interfaces). As a conclusion, it must be high-
establish promising preliminary evidence towards the lighted that these results provide evidence towards (1) the
observed tendencies in the users’ perception towards the use of multi-modal interfaces to adapt computer applica-
proposed system, does not offer results with statistical sig- tions to the capabilities, educational level, needs and
nificance. It is hoped that these results would serve as a cat- preferences of the older adults and their SFN members and
alyst to encourage others to further investigate on this research (2) the use of technology to integrate their SFN members to
line, as they have indeed motivated this work. participate in CS activities, providing the means for rela-
Another important limitation, regarding the conceptual tives to act as informal caregivers and as additional moti-
proposal, emerges due to the key assumption that, in order vators for the older adult. Thus, by providing natural
to participate in the older adults CS session, the relative has interaction interfaces, users, particularly illiterate older
to be available and, most importantly, has to have easy adults, reduce their anxiety levels and consequently make
access to a computer with the SFN member client installed. themselves more willing to use the system, regardless of
One way to overcome this limitation is to provide the older their previous literacy level or experience on the use of
adult’s relative access to the application in an ‘‘anywhere– computers.
anytime’’ manner. One way to perform this is to provide Finally, concerning future work, three possible lines of
collaboration features, such as those proposed for the further investigation are identified: (1) conducting an
(PC-based) SFN member collaboration client, in the in situ evaluation of actual use, with a statistically signif-
(Smartphone-based) communication client. The authors are icant sample size, to obtain further evidence about the
interested in following this as a direction of future work. impact on the participation in CS activities of older adults,
their caregivers and the members of their SFN. Such evi-
dence could include, for example, information about the
8 Conclusions and future work caregivers’ and relatives’ perception about the proposed
tool, how do they compare it to other traditional and
The increase in life expectancy of human beings has not technological CS methods and tools, which are the long-
only made apparent the increased incidences of age-related term effects of using the proposed system, whether the

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proposed activities will keep older adults interested in 10. Fitts, P.M.: The information capacity of the human motor system
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Acknowledgments The authors would like to thank the personnel tems. Portland, OR, USA, ACM (2005)
and patients of Residencia Lourdes and of the municipal Tercera Edad 15. Hodges, M., Kirsch, N., Mark, N., Pollack, M.: Automatic
group for their support and participation in this study. This work was assessment of cognitive impairment through electronic observa-
partially funded by UABC under grant 0207 of the XIII Convocatoria tion of object usage. Pervasive Comput. (LNCS) 6030(19),
Interna de Proyectos de Investigación and grant 0212 Proyectos de 192–209 (2010)
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