This research aims at exploring the dynamic that an elderly individual creates with digital games, via the lenses of their ability to adjust to the rapidly changing digital world, their physical and mental health as well as their physical surroundings. Through the analysis we hope to connect design decisions made on the back end to how it translates for an elderly person, and how this translation is seen via the games they choose to interact with.


Design Research Studio | 6 weeks | Group project

The Process

Narrowing down and changing the scope of the research

Data consolidation, analysis and report

Forming interview guides (set 1)

Secondary Research

Creating cards for card sorting

Back End

Locating and contacting old age homes

Contacting individuals in apartment complexes

Front End

Pilot interview at the first old age home followed by 3 in-depth interviews at an apartment

Conducting short interviews

(30 mins long) and

group discussions (30 - 60 mins) in various locations

Forming new interview guides (set 2)

Secondary Research on gaming for elderly

Back End

Finding prime time for apartment complexes

Contacting a second, more tech oriented old age home

Front End

What did we learn?

The emotional Impact of loss

Losing a spouse or close companion affects elderly individuals' motivation to engage with technology.


Many participants expressed a reduced sense of necessity for tech use, with statements like:

  • “What’s the need at my age?”

  • “Who plays games

  • at this age?”

  • “This is for you children, not for us.”

Companionship

Family Dynamics

Support Systems

Digital gaming fosters a sense of companionship and connection, improving emotional well-being.


Grandchildren introducing their grandparents to games fosters bonding and learning.

It is often easier to

learn from children than adults due to patience levels and similar learning curves

Playing games like Ludo online with our friends during covid was also helpful say some

The Role of Technology in Easing – and Exacerbating – Elderly Isolation

I started using the phone more once my wife passed away and my family moved to the US because I wanted to make sure I wouldn't loose touch with my grandchildren.

My pride in these digital conversations motivates me to push past memory issues to remain tech-savvy.

Digital Inclusion for Seniors: Barriers, Motivations, and Social Benefits

Old-Age Homes

Apartment Complexes

Patterns based on Living environment

Phones primarily used for staying in touch with family.


Higher engagement with digital games (Solitaire, Bubble Shooter, word games).

More diverse phone usage beyond communication.

Game interaction does not replace face-to-face socialization.

TV is the dominant form of entertainment.



Few individuals use platforms like Google, Facebook, and YouTube.

Elderly Men

Elderly Women

Gender-based trends

Focus more on banking, digital payments (GPay), and news consumption.

More likely to engage with digital games (Solitaire, word searches, puzzles).

Use gaming for relaxation, mental stimulation, and social interaction.

Limited interest in gaming ; think they are too old for it

Games as social catalysts in elderly communities

Encourage interaction, competition, and bonding in communal settings.

Simple, low-cognitive-demand games improve emotional well-being and self-esteem.

I use my phone for music, blogging, and even play solitare with the ladies in the evening when we meet. Another thing I like is video calling - like I seek medical advice from her doctor brother. This makes me more confident and at ease than visiting an unknown doctor.

The Role of Technology in Easing – and Exacerbating – Elderly Isolation

The emotional Impact of loss

Losing a spouse or close companion affects elderly individuals' motivation to engage with technology.


I started using the phone more once my wife passed away and my family moved to the US because I wanted to make sure I wouldn't loose touch with my grandchildren.

My pride in these digital conversations motivates me to push past memory issues to remain tech-savvy.

Many participants expressed a reduced sense of necessity for tech use, with statements like:

  • “What’s the need at my age?”

  • “Who plays games

  • at this age?”

  • “This is for you children, not for us.”

Companionship

Family Dynamics

Support Systems

Digital gaming fosters a sense of companionship and connection, improving emotional well-being.


Grandchildren introducing their grandparents to games fosters bonding and learning.

It is often easier to

learn from children than adults due to patience levels and similar learning curves

Playing games like Ludo online with our friends during covid was also helpful say some

Digital Inclusion for Seniors: Barriers, Motivations, and Social Benefits

Elderly Men

Elderly Women

Gender-based trends

Focus more on banking, digital payments (GPay), and news consumption.

More likely to engage with digital games (Solitaire, word searches, puzzles).

Use gaming for relaxation, mental stimulation, and social interaction.

Limited interest in gaming ; think they are too old for it

Old-Age Homes

Apartment Complexes

Patterns based on Living environment

Phones primarily used for staying in touch with family.


Higher engagement with digital games (Solitaire, Bubble Shooter, word games).

More diverse phone usage beyond communication.

Game interaction does not replace face-to-face socialization.

TV is the dominant form of entertainment.



Few individuals use platforms like Google, Facebook, and YouTube.

Encourage interaction, competition, and bonding in communal settings.

Simple, low-cognitive-demand games improve emotional well-being and self-esteem.

Games as social catalysts in elderly communities

I use my phone for music, blogging, and even play solitare with the ladies in the evening when we meet. Another thing I like is video calling - like I seek medical advice from her doctor brother. This makes me more confident and at ease than visiting an unknown doctor.

From data to insights

Data analysis

We began with forming a list of appropriate tags for our topic exploring the relationship formed between digitally based games and the Elderly.

We further went on to tag all of our primary research interviews and secondary research content under these tags.

Design Considerations

Learning Curve

Emotional Impact

Adoption Barriers

Health and Wellness Benifits

User Interface Design for Elderly

Social Impact

Research methods

Cognitive load

General Usage

Elderly-Specific Tech Development

Accessibility

Family

Communication

Digital Litracy

Physical Limitations

Affordability and Accessibility

Customization

Support Systems

Years of Usage

Security and Privacy

Ethical Considerations

Usability Testing and Feedback

Voice Activated Technology

Device-Specific Issues

Government and Policy Support

Identifying cross sections

Once the tags we created we started looking for patterns. The content that fell under two or more tags at once helped us form our cross sections. We noticed that tags with the most content under them overlapped amongst themselves.

Bridging intergenerational gaps

Learning Curve

Emotional Impact

Family

Bridging intergenerational gaps

Learning Curve

Emotional Impact

Family

Bridging intergenerational gaps

Learning Curve

Emotional Impact

Family

User Centric Solutions

Design Considerations

UID for Elderly

Research methods

User Centric Solutions

Design Considerations

UID for Elderly

Research methods

User Centric Solutions

Design Considerations

UID for Elderly

Research methods

Design elements that work

Design Considerations

UID for Elderly

Design elements that work

Design Considerations

UID for Elderly

Design elements that work

Design Considerations

UID for Elderly

Designing for wellbeing

UID for Elderly

Health and Wellness Benifits

Designing for wellbeing

UID for Elderly

Health and Wellness Benifits

Designing for wellbeing

UID for Elderly

Health and Wellness Benifits

Societal Design

Social Impact

Elderly-Specific Tech Development

Societal Design

Social Impact

Elderly-Specific Tech Development

Societal Design

Social Impact

Elderly-Specific Tech Development

Familial relations and Tech

Emotional Impact

Family

Support Systems

Familial relations and Tech

Emotional Impact

Family

Support Systems

Familial relations and Tech

Emotional Impact

Family

Support Systems

Technology's impact on health

Health and Wellness Benifits

Elderly-Specific Tech Development

Technology's impact on health

Health and Wellness Benifits

Elderly-Specific Tech Development

Technology's impact on health

Health and Wellness Benifits

Elderly-Specific Tech Development

A holistic approach's impact

Emotional Impact

Social Impact

A holistic approach's impact

Emotional Impact

Social Impact

A holistic approach's impact

Emotional Impact

Social Impact

Hurdles and tackles

Emotional Impact

Learning Curve

Adoption Barriers

Hurdles and tackles

Emotional Impact

Learning Curve

Adoption Barriers

Hurdles and tackles

Emotional Impact

Learning Curve

Adoption Barriers

Navigating the digital divide

Learning Curve

Adoption Barriers

Cognitive load

Navigating the digital divide

Learning Curve

Adoption Barriers

Cognitive load

Navigating the digital divide

Learning Curve

Adoption Barriers

Cognitive load

Tap to expand

Methodology

Preliminary studies

Fly on the wall

Ethnographic studies

In-depth research

Semi structured interviews and card sorting

Focus Groups

Task based evaluation

Behavioural research

Research Questions

  • Which specific apps or interfaces do elderly users prefer for communication, healthcare, entertainment, and other daily tasks?

  • What features of these technologies make them more accessible or  appealing to elderly users

  • What are the common challenges and difficulties that elderly users report when interacting with technology and interfaces, and how do these challenges vary by app or interface type?

  • What is the acceptability of technology like for elderly people? What are the factors that contribute to them accepting technology ?

  • How do elderly users personalize their technology interfaces, and what adaptations do they make to enhance their experience?

  • What role does language, regional or otherwise, play as a barrier for elderly users in India when interacting with tech interfaces?

  • What specific needs or goals are elderly users trying to fulfill through their use of technology?

  • Does the desire for social inclusion or independence motivate elderly individuals to use digital tools?

  • What role does emotional support from family, caregivers, or friends play in encouraging continued engagement with technology?

  • What support systems or resources do elderly users rely on to overcome challenges in using technology, and how effective are these systems in facilitating their interaction?


  • Which specific apps or interfaces do elderly users prefer for communication, healthcare, entertainment, and other daily tasks?

  • What features of these technologies make them more accessible or  appealing to elderly users

  • What are the common challenges and difficulties that elderly users report when interacting with technology and interfaces, and how do these challenges vary by app or interface type?

  • What is the acceptability of technology like for elderly people? What are the factors that contribute to them accepting technology ?

  • How do elderly users personalize their technology interfaces, and what adaptations do they make to enhance their experience?

  • What role does language, regional or otherwise, play as a barrier for elderly users in India when interacting with tech interfaces

  • Which specific apps or interfaces do elderly users prefer for communication, healthcare, entertainment, and other daily tasks?

  • What features of these technologies make them more accessible or  appealing to elderly users

  • What are the common challenges and difficulties that elderly users report when interacting with technology and interfaces, and how do these challenges vary by app or interface type?

  • What is the acceptability of technology like for elderly people? What are the factors that contribute to them accepting technology ?

  • How do elderly users personalize their technology interfaces, and what adaptations do they make to enhance their experience?

  • What role does language, regional or otherwise, play as a barrier for elderly users in India when interacting with tech interfaces

Technology Adoption Patterns

Are there any technologies you initially resisted but eventually began using? What changed your mind?

How safe do you feel while using technology in general?

Do you take any measures to feel safer while using your devices?

Customization and Personal Preferences

Do you customize your devices in any way? (e.g., adjusting font size, brightness, notifications)

Is there anything you would change about your devices if you could?

Perceptions of Intended User Base

Who do you believe this device or technology was primarily designed for?

How does this perception affect your overall experience or satisfaction with the device?

Playing Habits and Preferences

Are you a player of digital games? If so, what games do you play most frequently?

How much time do you usually spend playing digital games each day, and at what times of day?

Why do you enjoy playing these games?

Discovery and Choice of Games

How did you first learn about these digital games or get started playing them?

What factors help you decide which digital games to play?

Social Aspects of Playing Digital Games

Do you typically play with friends or in multiplayer mode with other players?

How does playing with others, either friends or online, impact your experience?

Personal Benefits and Impact

Do you feel that playing digital games benefits you in any way (e.g., relaxation, skill-building)?

How do you generally feel after playing a digital game—energized, relaxed, or maybe something else?

Have you noticed any differences in your attention span, focus, or other abilities since you began playing digital games?

Perceptions of the Game’s Target Audience

Who do you think these digital games were designed for? Do you feel like you’re part of that target audience?

Memorable Moments and Desired Game Types

What’s your favorite memory or a notable experience you've had while playing digital games?

Are there any specific types of digital games or game features you’d

Sections 1 to 9 were what were used before the pilot interview, 9 to 15 were added once we realized the gaps in our interviews


Device Familiarity and Usage Context

We conducted a card sorting exercise with participants, showing images of various technologies and devices. They ranked these from most familiar to least familiar, which allowed us to ask targeted questions about their experiences and perceptions of each device.

What are the primary reasons you use this device?

How often do you use it?

Does using this device provide satisfaction or fulfillment? In what ways?

Do you experience any challenges while using it? If so, could you elaborate?

Motivation and Initial Adoption

What originally motivated you to start using this device/technology?

Are there any types of technology or devices you consider essential in your daily life? Why?

When did you first start using this technology? How did you learn to use it, and who, if anyone, helped you?

How easy was it to get comfortable using this technology? Do you often seek help? If so, who usually assists you?

Influence of Social Circles on Technology Usage

How much influence do family, friends, or peers have on your decision to adopt new technology?

Have you adopted any technologies specifically because someone recommended them to you?

What benefits or advantages do you see in using technology that might motivate you to continue?

Technology's Impact on Daily Life and Communication

How has technology changed the way you communicate with family, friends, or colleagues?

Do you feel that technology has improved your quality of life? In what ways?

Primary Use Cases for Technology

What are the main tasks you use technology for in your daily life? (e.g., shopping, health monitoring, entertainment, communication, online banking)

Have there been any technologies or devices you avoided using because they seemed too complex?

What specifically made them difficult to use?

Did you try to learn to use them? What obstacles did you face?

Interview Guides

Technology Adoption Patterns

Are there any technologies you initially resisted but eventually began using? What changed your mind?

How safe do you feel while using technology in general?

Do you take any measures to feel safer while using your devices?

Customization and Personal Preferences

Do you customize your devices in any way? (e.g., adjusting font size, brightness, notifications)

Is there anything you would change about your devices if you could?

Perceptions of Intended User Base

Who do you believe this device or technology was primarily designed for?

How does this perception affect your overall experience or satisfaction with the device?

Playing Habits and Preferences

Are you a player of digital games? If so, what games do you play most frequently?

How much time do you usually spend playing digital games each day, and at what times of day?

Why do you enjoy playing these games?

Discovery and Choice of Games

How did you first learn about these digital games or get started playing them?

What factors help you decide which digital games to play?

Social Aspects of Playing Digital Games

Do you typically play with friends or in multiplayer mode with other players?

How does playing with others, either friends or online, impact your experience?

Personal Benefits and Impact

Do you feel that playing digital games benefits you in any way (e.g., relaxation, skill-building)?

How do you generally feel after playing a digital game—energized, relaxed, or maybe something else?

Have you noticed any differences in your attention span, focus, or other abilities since you began playing digital games?

Perceptions of the Game’s Target Audience

Who do you think these digital games were designed for? Do you feel like you’re part of that target audience?

Memorable Moments and Desired Game Types

What’s your favorite memory or a notable experience you've had while playing digital games?

Are there any specific types of digital games or game features you’d

Sections 1 to 9 were what were used before the pilot interview, 9 to 15 were added once we realized the gaps in our interviews


Device Familiarity and Usage Context

We conducted a card sorting exercise with participants, showing images of various technologies and devices. They ranked these from most familiar to least familiar, which allowed us to ask targeted questions about their experiences and perceptions of each device.

What are the primary reasons you use this device?

How often do you use it?

Does using this device provide satisfaction or fulfillment? In what ways?

Do you experience any challenges while using it? If so, could you elaborate?

Motivation and Initial Adoption

What originally motivated you to start using this device/technology?

Are there any types of technology or devices you consider essential in your daily life? Why?

When did you first start using this technology? How did you learn to use it, and who, if anyone, helped you?

How easy was it to get comfortable using this technology? Do you often seek help? If so, who usually assists you?

Influence of Social Circles on Technology Usage

How much influence do family, friends, or peers have on your decision to adopt new technology?

Have you adopted any technologies specifically because someone recommended them to you?

What benefits or advantages do you see in using technology that might motivate you to continue?

Technology's Impact on Daily Life and Communication

How has technology changed the way you communicate with family, friends, or colleagues?

Do you feel that technology has improved your quality of life? In what ways?

Primary Use Cases for Technology

What are the main tasks you use technology for in your daily life? (e.g., shopping, health monitoring, entertainment, communication, online banking)

Have there been any technologies or devices you avoided using because they seemed too complex?

What specifically made them difficult to use?

Did you try to learn to use them? What obstacles did you face?

Interview Guides

Technology Adoption Patterns

Are there any technologies you initially resisted but eventually began using? What changed your mind?

How safe do you feel while using technology in general?

Do you take any measures to feel safer while using your devices?

Customization and Personal Preferences

Do you customize your devices in any way? (e.g., adjusting font size, brightness, notifications)

Is there anything you would change about your devices if you could?

Perceptions of Intended User Base

Who do you believe this device or technology was primarily designed for?

How does this perception affect your overall experience or satisfaction with the device?

Playing Habits and Preferences

Are you a player of digital games? If so, what games do you play most frequently?

How much time do you usually spend playing digital games each day, and at what times of day?

Why do you enjoy playing these games?

Discovery and Choice of Games

How did you first learn about these digital games or get started playing them?

What factors help you decide which digital games to play?

Social Aspects of Playing Digital Games

Do you typically play with friends or in multiplayer mode with other players?

How does playing with others, either friends or online, impact your experience?

Personal Benefits and Impact

Do you feel that playing digital games benefits you in any way (e.g., relaxation, skill-building)?

How do you generally feel after playing a digital game—energized, relaxed, or maybe something else?

Have you noticed any differences in your attention span, focus, or other abilities since you began playing digital games?

Perceptions of the Game’s Target Audience

Who do you think these digital games were designed for? Do you feel like you’re part of that target audience?

Memorable Moments and Desired Game Types

What’s your favorite memory or a notable experience you've had while playing digital games?

Are there any specific types of digital games or game features you’d

Sections 1 to 9 were what were used before the pilot interview, 9 to 15 were added once we realized the gaps in our interviews


Device Familiarity and Usage Context

We conducted a card sorting exercise with participants, showing images of various technologies and devices. They ranked these from most familiar to least familiar, which allowed us to ask targeted questions about their experiences and perceptions of each device.

What are the primary reasons you use this device?

How often do you use it?

Does using this device provide satisfaction or fulfillment? In what ways?

Do you experience any challenges while using it? If so, could you elaborate?

Motivation and Initial Adoption

What originally motivated you to start using this device/technology?

Are there any types of technology or devices you consider essential in your daily life? Why?

When did you first start using this technology? How did you learn to use it, and who, if anyone, helped you?

How easy was it to get comfortable using this technology? Do you often seek help? If so, who usually assists you?

Influence of Social Circles on Technology Usage

How much influence do family, friends, or peers have on your decision to adopt new technology?

Have you adopted any technologies specifically because someone recommended them to you?

What benefits or advantages do you see in using technology that might motivate you to continue?

Technology's Impact on Daily Life and Communication

How has technology changed the way you communicate with family, friends, or colleagues?

Do you feel that technology has improved your quality of life? In what ways?

Primary Use Cases for Technology

What are the main tasks you use technology for in your daily life? (e.g., shopping, health monitoring, entertainment, communication, online banking)

Have there been any technologies or devices you avoided using because they seemed too complex?

What specifically made them difficult to use?

Did you try to learn to use them? What obstacles did you face?

Interview Guides

but how did we get here?

The Process

Data consolidation, analysis and report

Forming interview guides (set 1)

Secondary Research

Creating cards for card sorting

Back End

Locating and contacting old age homes

Contacting individuals in apartment complexes

Front End

Back End

Forming new interview guides (set 2)

Secondary Research on gaming for elderly

Front End

Finding prime time for apartment complexes

Contacting a second, more tech oriented old age home

Conducting short interviews

(30 mins long) and

group discussions (30 - 60 mins) in various locations

Pilot interview at the first old age home followed by 3 in-depth interviews at an apartment

Narrowing down and changing the scope of the research

Primary Research

3

focus groups

46 people

6 weeks

Usually we play either after lunch (12- 2) after we’re done with our work to ensure that we do not end up taking a nap.

I think it helps develop my brain, I play at least one game every day before going to sleep

Playing games on my phones is not teaching me anything - it’s a waste of my time

technology feels useless to indulge in at this age

I don’t mind if I loose a game because it gives me the motivation to restart and try to win this time.

To emergency exit the task she would repeatedly press the one button that both her Ipad and phone had.

More women use phones than men

More women use phones than men

He wishes there were classes available to help him learn technology effectively.

In order to complete the task, she attempted to memorise the steps to complete it. It was not intuitive.

She had a hard time differentiating between gestures like tap, long tap, swipe, slide.

Who are the people?

57% of our participants were women while 43% were men.


Secondary Research

43 papers

More research has been conducted regarding elderly individuals and technology in European and American spaces than Indian ones

Most elderly people have a tough time coping with changing UI with constant updates

Episodic memory declines with age, making it harder for elderly users to recall specific game events, affecting their ability to strategize in gameplay​

More research has been conducted regarding elderly individuals and technology in European and American spaces than Indian ones

Older users take longer to process and react to in-game stimuli, making high-speed action games unsuitable; studies suggest reducing cognitive load by limiting stimuli improves engagement

50% of usability problems reported by elderly users could be solved by improving the design, and 28% could be addressed through training

More than 50% of elderly individuals reported social games increased their feeling of inclusion, reinforcing the role of digital gaming in emotional well-being

40% of seniors indicated they would use technology more if it had familiar design elements, such as real-world logic and recognizable symbols​

Jargon-free tutorials reduced learning time by up to 40% for elderly users in usability studies​

More research has been conducted regarding elderly individuals and technology in European and American spaces than Indian ones

Most elderly people have a tough time coping with changing UI with constant updates

Episodic memory declines with age, making it harder for elderly users to recall specific game events, affecting their ability to strategize in gameplay​

More research has been conducted regarding elderly individuals and technology in European and American spaces than Indian ones

40% of seniors indicated they would use technology more if it had familiar design elements, such as real-world logic and recognizable symbols​

Older users take longer to process and react to in-game stimuli, making high-speed action games unsuitable; studies suggest reducing cognitive load by limiting stimuli improves engagement

More than 50% of elderly individuals reported social games increased their feeling of inclusion, reinforcing the role of digital gaming in emotional well-being

50% of usability problems reported by elderly users could be solved by improving the design, and 28% could be addressed through training

Jargon-free tutorials reduced learning time by up to 40% for elderly users in usability studies​

Secondary Research

43 papers

Like what you saw? Let's work together!

Like what you saw? Let's work together!

Like what you saw? Let's work together!

This research aims at exploring the dynamic that an elderly individual creates with digital games, via the lenses of their ability to adjust to the rapidly changing digital world, their physical and mental health as well as their physical surroundings. Through the analysis we hope to connect design decisions made on the back end to how it translates for an elderly person, and how this translation is seen via the games they choose to interact with.


The Role of Technology in Easing – and Exacerbating – Elderly Isolation

The emotional Impact of loss

Losing a spouse or close companion affects elderly individuals' motivation to engage with technology.


I started using the phone more once my wife passed away and my family moved to the US because I wanted to make sure I wouldn't loose touch with my grandchildren.

My pride in these digital conversations motivates me to push past memory issues to remain tech-savvy.

Many participants expressed a reduced sense of necessity for tech use, with statements like:

  • “What’s the need at my age?”

  • “Who plays games

  • at this age?”

  • “This is for you children, not for us.”

Companionship

Family Dynamics

Support Systems

Digital gaming fosters a sense of companionship and connection, improving emotional well-being.


Grandchildren introducing their grandparents to games fosters bonding and learning.

It is often easier to

learn from children than adults due to patience levels and similar learning curves

Playing games like Ludo online with our friends during covid was also helpful say some

Digital Inclusion for Seniors: Barriers, Motivations, and Social Benefits

Elderly Men

Elderly Women

Gender-based trends

Focus more on banking, digital payments (GPay), and news consumption.

More likely to engage with digital games (Solitaire, word searches, puzzles).

Use gaming for relaxation, mental stimulation, and social interaction.

Limited interest in gaming ; think they are too old for it

Old-Age Homes

Apartment Complexes

Patterns based on Living environment

Phones primarily used for staying in touch with family.


Higher engagement with digital games (Solitaire, Bubble Shooter, word games).

More diverse phone usage beyond communication.

Game interaction does not replace face-to-face socialization.

TV is the dominant form of entertainment.



Few individuals use platforms like Google, Facebook, and YouTube.

Encourage interaction, competition, and bonding in communal settings.

Simple, low-cognitive-demand games improve emotional well-being and self-esteem.

Games as social catalysts in elderly communities

From data to insights

Data analysis

We began with forming a list of appropriate tags for our topic exploring the relationship formed between digitally based games and the Elderly.

We further went on to tag all of our primary research interviews and secondary research content under these tags.

Design Considerations

Learning Curve

Emotional Impact

Adoption Barriers

Health and Wellness Benifits

User Interface Design for Elderly

Social Impact

Research methods

Cognitive load

General Usage

Elderly-Specific Tech Development

Accessibility

Family

Communication

Digital Litracy

Physical Limitations

Affordability and Accessibility

Customization

Support Systems

Years of Usage

Security and Privacy

Ethical Considerations

Usability Testing and Feedback

Voice Activated Technology

Device-Specific Issues

Government and Policy Support

Identifying cross sections

Once the tags we created we started looking for patterns. The content that fell under two or more tags at once helped us form our cross sections. We noticed that tags with the most content under them overlapped amongst themselves.

Bridging intergenerational gaps

Learning Curve

Emotional Impact

Family

Bridging intergenerational gaps

Learning Curve

Emotional Impact

Family

User Centric Solutions

Design Considerations

UID for Elderly

Research methods

User Centric Solutions

Design Considerations

UID for Elderly

Research methods

Design elements that work

Design Considerations

UID for Elderly

Design elements that work

Design Considerations

UID for Elderly

Designing for wellbeing

UID for Elderly

Health and Wellness Benifits

Designing for wellbeing

UID for Elderly

Health and Wellness Benifits

Societal Design

Social Impact

Elderly-Specific Tech Development

Societal Design

Social Impact

Elderly-Specific Tech Development

Familial relations and Tech

Emotional Impact

Family

Support Systems

Familial relations and Tech

Emotional Impact

Family

Support Systems

Technology's impact on health

Health and Wellness Benifits

Elderly-Specific Tech Development

Technology's impact on health

Health and Wellness Benifits

Elderly-Specific Tech Development

A holistic approach's impact

Emotional Impact

Social Impact

A holistic approach's impact

Emotional Impact

Social Impact

Hurdles and tackles

Emotional Impact

Learning Curve

Adoption Barriers

Hurdles and tackles

Emotional Impact

Learning Curve

Adoption Barriers

Navigating the digital divide

Learning Curve

Adoption Barriers

Cognitive load

Navigating the digital divide

Learning Curve

Adoption Barriers

Cognitive load

Tap to expand

Methodology

Preliminary studies

Fly on the wall

Ethnographic studies

In-depth research

Semi structured interviews and card sorting

Focus Groups

Task based evaluation

Behavioural research

Research Questions

  • Which specific apps or interfaces do elderly users prefer for communication, healthcare, entertainment, and other daily tasks?

  • What features of these technologies make them more accessible or  appealing to elderly users

  • What are the common challenges and difficulties that elderly users report when interacting with technology and interfaces, and how do these challenges vary by app or interface type?

  • What is the acceptability of technology like for elderly people? What are the factors that contribute to them accepting technology ?

  • How do elderly users personalize their technology interfaces, and what adaptations do they make to enhance their experience?

  • What role does language, regional or otherwise, play as a barrier for elderly users in India when interacting with tech interfaces

but how did we get here?

The Process

Data consolidation, analysis and report

Conducting short interviews

(30 mins long) and

group discussions (30 - 60 mins) in various locations

Pilot interview at the first old age home followed by 3 in-depth interviews at an apartment

Narrowing down and changing the scope of the research

Forming interview guides (set 1)

Secondary Research

Creating cards for card sorting

Back End

Locating and contacting old age homes

Contacting individuals in apartment complexes

Front End

Back End

Forming new interview guides (set 2)

Secondary Research on gaming for elderly

Front End

Finding prime time for apartment complexes

Contacting a second, more tech oriented old age home

Primary Research

3 focus groups

46 people

6 weeks

Playing games on my phones is not teaching me anything - it’s a waste of my time

More women use phones than men

He wishes there were classes available to help him learn technology effectively.

In order to complete the task, she attempted to memorise the steps to complete it. It was not intuitive.

She had a hard time differentiating between gestures like tap, long tap, swipe, slide.

I think it helps develop my brain, I play at least one game every day before going to sleep

I don’t mind if I loose a game because it gives me the motivation to restart and try to win this time.

Who are the people?

57% of our participants were women while 43% were men.


Connect to Content

Add layers or components to swipe between.

Secondary Research

43 papers

More research has been conducted regarding elderly individuals and technology in European and American spaces than Indian ones

Most elderly people have a tough time coping with changing UI with constant updates

Episodic memory declines with age, making it harder for elderly users to recall specific game events, affecting their ability to strategize in gameplay​

More research has been conducted regarding elderly individuals and technology in European and American spaces than Indian ones

Older users take longer to process and react to in-game stimuli, making high-speed action games unsuitable; studies suggest reducing cognitive load by limiting stimuli improves engagement

50% of usability problems reported by elderly users could be solved by improving the design, and 28% could be addressed through training

More than 50% of elderly individuals reported social games increased their feeling of inclusion, reinforcing the role of digital gaming in emotional well-being

40% of seniors indicated they would use technology more if it had familiar design elements, such as real-world logic and recognizable symbols​

Jargon-free tutorials reduced learning time by up to 40% for elderly users in usability studies​

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Like what you saw? Let's work together!