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.
Meena who wants to learn technology and is a novice user but struggles with the learning curve and cognitive load. She only uses her phone for calling and messaging and prefers step-by-step instructions. She wishes there were classes available to help her learn technology effectively.
She is unfamiliar with technology but open to using it.
Usually calls, messages, and google occasionally
Would like to do online shopping/browsing
Watching shows
Playing old familiar games like cards
Meena Bhatia
75 years old | Novice User
Goals and Needs
Apprehensive because of the potential problems such as learning curve.
She is uncertain because she did not use a phone when she was younger
Unfamiliar UI and difficult to understand gestures compared to button phones
Challenges
Avantika enjoys gardening, playing Wordscape, and listening to music. She uses WhatsApp, email, and voice and video calls to communicate, and enjoys using technology to keep his brain active and learn new things. She is comfortable with technology but prefers step-by-step instructions and has concerns about security.
Communication through WhatsApp, emails and voice and video calls
To keep the brain active in order to prevent early onset of cognitive disabilities.
Fact checking to verify information.
Meta AI to learn more on certain topics.
Voice assistance devices like Alexa to aid in everyday tasks.
Google lens for shopping or searching a certain product.
Avantika Batnagar
68 years old | Tech savvy
Goals and Needs
Faces security risks because she has been hacked in the past
Uses her phone well but doesn’t necessarily trust it
Struggles with customisation
New drastically different updates can be hard to adjust to
Challenges
Rishi only uses his phone for calls, messaging, and news. He prefers asking for help instead of learning new technology and finds it easier to use a book for phone numbers. He has a lack of interest and motivation due to the passing of his wife.
Communication through calls and sms
To keep in touch with his family
Occasionally to look at news
Google maps to navigate while driving himself/in a cab
News videos on Youtube
Rishi Nanda
73 years old | Novice User
Goals and Needs
Lack of motivation due to loss of loved ones
Difficulty with things like phone book - uses a physical one instead
Memory issues lead to having to keep relearning how to use the new constantly changing technology
Challenges
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
The data does not end here
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
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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
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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