Intuitive Learnability of Touch Gestures for Technology-Naive Older Adults
Open accessAbstract
Touch-based interactions, if intuitive and natural, should be highly learnable. However, the learnability of touch gestures as a computer interaction modality cannot be taken for granted and should be evaluated empirically. This is especially true when technology-naïve older adults are concerned, given the psychological and physical constraints associated with this age range. To investigate this issue, we conducted a study with 17 technology-naïve older adults, whose experience with technology was mostly limited to making calls with mobile phones. Specifically, the participants were presented with three simple digital games on an interactive tabletop surface and asked to play the games on their own with minimal instruction or help. The first two games required the use of a drag gesture whereas the third game required the use of a rotate gesture. The main research question was whether the older adults could learn the gestures effectively and efficiently. A set of variables such as task duration and gesture accuracy were measured. Results showed that the learnability of a drag gesture was relatively high and that the participants could transfer this skill across the games. In contrast, the learnability of a rotate gesture was low and most of the participants failed to demonstrate any improvement over the tasks of the game. These findings partially corroborate those of earlier work. Implications for future work are drawn, especially exploring the potential of social interactions between older adults for enhancing the learning effects.
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- Findingnone given
The ROTATE gesture had a wider specter of incorrect interpretations.
“The ROTATE gesture has lower learnability, with a wider specter of incorrect interpretations.”
Quote in the paperSubstantial claim - Findingown data
The learnability of the DRAG gesture was relatively high for technology-naïve older adults.
“Results showed that the learnability of a drag gesture was relatively high and that the participants could transfer this skill across the games.”
- Also stated in: § Abstract · boosted
“The DRAG gesture is highly learnable and retainable without specific training or instructions.”
Quote in the paperSubstantial claim - Also stated in: § Abstract · boosted
- Findingown data
Most participants failed to demonstrate any improvement over the tasks of the ROTATE game.
“In contrast, the learnability of a rotate gesture was low and most of the participants failed to demonstrate any improvement over the tasks of the game.”
Quote in the paperSubstantial claim - Findingown data
Participants could transfer the DRAG skill learned in Game 1 across the games.
“Results showed that the learnability of a drag gesture was relatively high and that the participants could transfer this skill across the games.”
Quote in the paperSubstantial claim - Findingown data
The learnability of the ROTATE gesture was low for technology-naïve older adults.
“In contrast, the learnability of a rotate gesture was low and most of the participants failed to demonstrate any improvement over the tasks of the game.”
- Also stated in: § Abstract · plain
“The ROTATE gesture has lower learnability, with a wider specter of incorrect interpretations.”
Quote in the paperSubstantial claim - Also stated in: § Abstract · plain
- Findingown data
In Game 1 Task 6, participants made more correct gestures (M = 6.3; SD = 6.5) than incorrect gestures (M = 0.5, SD = 1.3).
“But this trend reversed when the game reached the last task (correct gesture: M = 6.3,SD = 6.5; incorrect gesture: M = 0.5, SD = 1.3).”
Quote in the paperNot a substantial claim - Findingown data
Friedman's ANOVA revealed a significant change in task duration between tasks in Game 1 (χ2(5) = 27.267, P < 0.05).
“The results of the test reveal that there is a significant change in task duration between the tasks (χ 2 (5) = 27.267,P < 0.05)”
Quote in the paperSubstantial claim - Findingown data
Friedman's ANOVA revealed a significant change in the number of incorrect gestures between tasks in Game 1 (χ2(5) = 25.825, P < 0.05).
“and a significant change in the number of incorrect gestures between the tasks χ 2 (5) = 25.825,P < 0.05.”
Quote in the paperSubstantial claim - Findingown data
In Game 1 Task 1, participants made fewer correct gestures (M = 16.2; SD = 20.6) than incorrect gestures (M = 27.2; SD = 40.1).
“The participants made less correct gestures (M = 16.2;SD = 20.6) and more incorrect gestures (M = 27.2;SD = 40.1) in the first task.”
Quote in the paperNot a substantial claim - Findingown data
Friedman's ANOVA revealed a significant change in the number of correct gestures between tasks in Game 1 (χ2(5) = 13.366, P < 0.05).
“a significant change in the number of correct gestures between the tasks χ 2 (5) = 13.366,P < 0.05”
Quote in the paperSubstantial claim - Findingown data
In Game 1, the number of incorrect gestures was significantly higher for Task 1 than for Tasks 2, 3, 4, 5, and 6 (all P < 0.01).
“Finally, the number of incorrect gestures was significantly higher for Task 1 when compared with Task 2 (z = -3.204,P < 0.01), Task 3 (z = -3.039,P < 0.01), Task 4 (z = -3.182,P < 0.01), Task 5 (z = -3.068,<0.01) and Task 6 (z = -3.235,P < 0.01).”
Quote in the paperSubstantial claim - Findingown data
In Game 1, the mean task completion time for the 17 participants was 260 s (SD = 121.6).
“The mean task completion time for the 17 participants was 260 s (SD = 121.6).”
Quote in the paperNot a substantial claim - Findingown data
None of the participants had ever used a computer.
“None of them have ever used a computer.”
Quote in the paperSubstantial claim - Findingown data
In Game 2, the mean task completion time for all participants was 159.12 s (SD = 120.35).
“The mean task completion time for all participants was 159.12 s (SD = 120.35).”
Quote in the paperNot a substantial claim - Findingown data
In Game 1, the number of correct gestures was significantly higher for Task 1 than for Task 4 (z = -2.560, P < 0.01).
“The number of correct gestures was significantly higher for Task 1 when compared with Task 4 (z = -2.560,P < 0.01).”
Quote in the paperNot a substantial claim - Findingown data
In Game 1, task duration was significantly higher for Task 1 than for Tasks 2, 3, 4, 5, and 6 (all P < 0.01).
“The task duration was significantly higher for Task 1 when compared with Task 2 (z = -2.793,P < 0.01), Task 3 (z = -3.068,P < 0.01), Task 4 (z = -2.642,P < 0.01), Task 5 (z = -3.129,P < 0.01) and Task 6 (z = -3.439,P < 0.01).”
Quote in the paperSubstantial claim - Findingown data
There was a significant difference between Games 1 and 2 in number of gestures before ID (U = 64.00, z = -2.441, P < 0.05).
“and number of gestures before ID (U = 64.00,z = -2.441,P < 0.05)”
Quote in the paperSubstantial claim - Findingown data
Three main game-play patterns were identified from the learning models: non-progressive playing, active learning, and active unlearning.
“From the derived learning models we can identify three main game-play patterns: • Non-progressive playing, when the player consistently uses a wrong rotate gesture throughout the game; • Active learning, when the player begins playing the game with a wrong rotate gesture and over time starts using a correct rotate gesture; • Active unlearning, when the player begins playing the game with a correct”
Quote in the paperSubstantial claim - Findingown data
There was a significant difference between Games 1 and 2 in game duration (U = 56.00, z = -2.74, P < 0.05).
“the results of the test show a significant difference between the two games in game duration (U = 56.00,z = -2.74,P < 0.05)”
Quote in the paperSubstantial claim - Findingown data
There was a significant difference in GSs between Games 1 and 2 only for Task 1 (U = 57.50, z = -2.699, P < 0.05).
“The significant difference in GSs is present only for Task 1 (U = 57.50,z = -2.699,P < 0.05).”
Quote in the paperSubstantial claim - Findingown data
There was a significant difference in task duration between Games 1 and 2 for all tasks.
“The results of the Mann-Whitney test show a significant difference in task duration between the two games for all tasks.”
Quote in the paperSubstantial claim - Findingown data
There was a significant difference between Games 1 and 2 in ID time (U = 35.50, z = -3.488, P < 0.05).
“ID time (U = 35.50,z = -3.488,P < 0.05)”
Quote in the paperSubstantial claim - Findingown data
There were some occurrences of s-rotate which diminished over time in most cases.
“There were some occurrences of s-rotate which diminished over time in most cases.”
Quote in the paperNot a substantial claim - Premisecitation
Using contemporary products and interfaces is generally less intuitive for older people than for younger counterparts, as evident by longer task times and more erroneous results.
“Using contemporary products and interfaces is generally less intuitive for older people than for their younger counterparts, as evident by longer task times and more erroneous results (Langdon et al., 2007).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Langdon et al., 2007 source
- Premisecitation
Gudur et al. (2013) showed the same results when comparing interface structures in a touch-based environment.
“Reporting on the same experiment, Gudur et al. (2013) showed the same results when comparing the interface structures in a touch-based environment.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Gudur et al., 2013 source
- Premisecitation
Older people face significant problems using contemporary consumer products with complex interfaces due to the cognitive and perceptual demands such products place on the user.
“However, when using contemporary consumer products with complex interfaces, older people face significant problems due to the cognitive and perceptual demands such products placed on the user (Czaja and Lee, 2007).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Czaja and Lee, 2007 source
- Premisecitation
Age-related decline in cognitive skills and physical abilities prevents older adults from learning new technologies efficiently.
“Age-related decline in cognitive skills and physical abilities prevent older adults from learning new technologies efficiently (Blackler et al., 2005).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Blackler et al., 2005
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
Related research studies of the last two decades lend support to the assumption on the naturalness and intuitiveness of gesture-based interaction.
“Indeed, the related research studies of the last two decades lend support to the assumption on the naturalness and intuitiveness of gesturebased interaction.”
Quote in the paperSubstantial claim - Premisecitation
In the simplicity approach, older people took less time to complete the task in an interface with a flat structure than in an interface with a nested structure.
“In the simplicity approach, older people took less time to complete the task in an interface that used a flat structure when compared with an interface with a nested structure.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Blackler et al., 2012 source
- Premisecitation
Gesture-based interfaces allow users to apply a range of skills evolved through years of interaction with the real environment rather than technology-specific manipulation skills.
“Rather than forcing users to acquire a set of manipulation skills peculiar to the technology, they allow users to apply a range of skills that have evolved through years of interaction with the real environment (Saffer, 2009).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Saffer, 2009
- Premisecitation
The difference in performance is evident even with middle-aged users, who are disadvantaged by their lower familiarity with a novel interface.
“This difference is evident even with middleaged users (Lawry et al., 2011) who are disadvantaged by their lower familiarity with a novel interface.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Lawry et al., 2011
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
Older people typically acquire physical and perceptual impairments that cause difficulties in specifying actions and performing intricate hand and finger actions to manipulate pointing devices.
“Also, older people typically acquire physical and perceptual impairments that cause difficulties in specifying actions and performing intricate hand and finger actions to manipulate pointing devices (Biswas and Langdon, 2011).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Biswas and Langdon, 2011 source
- Premisecitation
In Leonardi et al. (2010), only 2 of 15 older participants had some computer experience and the others had none.
“For instance, in Findlater et al. (2013), 9 of 20 older adults used touch-screen devices on a daily basis and 3 had never used such devices; in Piper et al. (2010), 17 out of 20 older adults used computer daily, but in Leonardi et al. (2010) only 2 of 15 older participants had some computer experience and the others had none.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Leonardi et al., 2010 source
- Interpretationreasoning
The findings from existing work on the learnability of touch gestures for older adults are inconsistent.
“In summary, the findings from the existing work on the learnability of touch gestures for older adults are inconsistent.”
Quote in the paperSubstantial claim - Interpretationreasoning
One main reason for the inconsistent findings is that the number of studies is relatively small considering the large variance in digital literacy of older participants.
“One main reason is that the number of studies is relatively small considering the large variance in digital literacy of older participants.”
Quote in the paperNot a substantial claim - Premisenone given
Playing simple games on a touch-gesture tabletop can support older adults to overcome their reluctance and fear of using digital devices.
“Playing simple games on a touch-gesture tabletop can support older adults to overcome their reluctance and fear of using digital devices.”
Quote in the paperNot a substantial claim - Premisecitation
These seemingly simple skills can be challenging for older adults because of their lack of computing experience and declining cognitive, perceptual and motor skills.
“These seemingly simple skills can be challenging for older adults, because of the compounding issues engendered by their lack of computing experience and declining cognitive, perceptual and motor skills (Fisk et al., 2009).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Fisk et al., 2009
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationown data
Different types of gesture can have large differences in their intuitiveness for older users.
“These findings imply that different types of gesture can have (large) differences in their intuitiveness for older users, who are expected to draw on their repertoire of actions for everyday life to interact with modern technologies.”
Quote in the paperSubstantial claim - Premisecitation
Reduced motor skills cause more errors during fine movements, especially when other cognitive functions are required at the same time.
“As reduced motor skills also cause more errors during fine movements, especially when other cognitive functions are required at the same time (Charness and Bosman, 1990)”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Charness and Bosman, 1990 source
- Interpretationcitation
The familiar features between the two games enabled participants to use the DRAG gesture more quickly and intuitively.
“The familiar features between the two games enabled the participants to use the DRAG gesture more quickly and intuitively, which was initially confirmed by (Blackler, 2008) when evaluating familiar features in interfaces for cameras and remote controls.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Blackler, 2008
- Interpretationreasoning
The semi-drag gesture emerges as a compensation mechanism for the precise uninterrupted motion required for a proper DRAG gesture.
“the semi-drag gesture emerges as a compensation mechanism for the precise uninterrupted motion required for a proper DRAG gesture.”
Quote in the paperSubstantial claim- Rests on an assumption: Reduced motor skills are a permanent condition.
- Interpretationreasoning
There has been no learning of the correct rotate gestures for this user group.
“This essentially shows that there has been no learning of the correct rotate gestures for this user group.”
Quote in the paperSubstantial claim - Interpretationreasoning
Some players continued performing w-rotate multiple times until they unintentionally briefly separated the fingers and unknowingly performed a correct rotate gesture accepted by the system.
“Despite discomfort (Hoggan et al., 2013) and subjects finding it rather unrewarding (as no immediate effect on the orientation of the jigsaw piece could be observed), some players continued performing this gesture multiple times until, unintentionally, they would briefly separate the fingers and unknowingly perform a correct rotate gesture which was accepted by the system.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Hoggan et al., 2013 source
- Interpretationown data
A w-rotate gesture contains subtle rotational affordances of which the player may not be aware.
“A w-rotate gesture contains subtle rotational affordances of which the player may not be aware.”
Quote in the paperSubstantial claim - Interpretationown data
The transition of prior experience from the real world to the use of the DRAG gesture in a touch-based interface was attained by the appearance of intermittent semidrag gestures.
“The transition of this prior experience from the real world to the use of the DRAG gesture in a touch-based interface was attained by the appearance of intermittent semidrag gestures.”
Quote in the paperSubstantial claim- Rests on an assumption: Dragging a physical object across a smooth surface is a common action familiar to all.
- Interpretationown data
Participants made fewer exploratory gestures after they had gained some experience in Game 1.
“suggesting that the participants made fewer exploratory gestures after they had gained some experience in Game 1.”
Quote in the paperSubstantial claim - Interpretationown data
The learnability of the DRAG gesture is generally high for technology-naïve older adults.
“The answer to RQ1 is that the learnability of the DRAG gesture is generally high, as evident by the empirical findings.”
Quote in the paperSubstantial claim- Rests on an assumption: Dragging a physical object across a smooth surface is a common action familiar to all.
- Interpretationreasoning
Familiarity and frequent use of similar hand gestures in everyday activities contributes to the high learnability of such technology.
“Familiarity and frequent use of similar hand gestures in everyday activities contributes to the high learnability of such technology.”
Quote in the paperSubstantial claim - Interpretationown data
Once the DRAG gesture was learned, players could complete subsequent tasks with relative ease.
“Once the gesture was learned, the players could 'breeze' through the subsequent tasks with relative ease.”
Quote in the paperSubstantial claim - Interpretationown data
These findings are a partial support for hypotheses H5 and H6.
“These findings are a partial support for hypotheses H5 and H6.”
Quote in the paperSubstantial claim - Interpretationown data
The rotate gesture proved to be a challenge for these users, as shown by their limited improved or even persistently suboptimal performance in the game.
“In contrast, the rotate gesture proved to be a challenge for these users, as shown by their limited improved or even persistently suboptimal performance in the game.”
Quote in the paperSubstantial claim - Interpretationown data
The knowledge of the learned gesture could be retained and easily retrieved for Game 2, as shown by the decrease in ID time and the number of gestures before ID.
“The knowledge of the learned gesture could be retained and easily retrieved for Game 2, as shown by the decrease in ID time and the number of gestures before ID.”
Quote in the paperSubstantial claim - Interpretationreasoning
When using joined fingers for w-rotate, during the rotation of the wrist the player may unconsciously separate the fingers and induce a small drag.
“Specifically, when using joined fingers for w-rotate, during the rotation of the wrist the player may unconsciously separate the fingers and induce a small drag.”
Quote in the paperSubstantial claim - Interpretationown data
The results show that simple touch gestures can be intuitive for older adults with no prior experience with touch-based technology.
“The results of our study show that simple touch gestures can be intuitive for older adults with no prior experience with touch-based technology.”
Quote in the paperSubstantial claim
- Classified as probably not a substantial claim. 48
- May combine two claims. 41
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationOlder adults could complete a range of touch gestures including point, drag and pinch.
“Some work suggested that touch-screens might be beneficial for older adults (Lee et al., 2009;Findlater et al., 2013;Schneider et al., 2008), who could complete a range of touch gestures including point, drag and pinch (Kobayashi et al., 2011).”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Kobayashi et al., 2011 source
Classified as probably not a substantial claim. May combine two claims.
Findingown dataAltogether 17 participants were recruited through a retirement community: 4 males and 13 females, with a mean age of 67.32 years and an age range of 54-82.
“Altogether 17 participants were recruited through a retirement community: 4 males and 13 females (mean age: 67.32 years; age range: 54-82).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataIn Game 1, task duration was significantly lower for Task 6 than for Task 2 (z = -3.416, P < 0.01) and Task 4 (z = -3.185, P < 0.01).
“Task duration was significantly lower for Task 6 when compared with Task 2 (z = -3.416,P = 0.00 < 0.01), and Task 4 (z = -3.185,P = 0.003 < 0.01).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataIn Game 2, participants made more correct gestures (M = 31.3; SD = 73.1) and more incorrect gestures (M = 6.5; SD = 13.1) in Task 1, with a decrease in later tasks (correct: M = 4.3, SD = 4.0; incorrect: M = 0.4, SD = 0.6).
“The participants made more correct gestures (M = 31.3;SD = 73.1)and more incorrect gestures (M = 6.5;SD = 13.1) in the first task with a decrease as they progressed with the other tasks (correct gesture: M = 4.3, SD = 4.0; incorrect gesture: M = 0.4, SD = 0.6).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataIn Game 1, Task 1 had the longest duration (M = 104.8; SD = 97.7) and Task 6 the shortest (M = 9.3, SD = 5.7).
“The duration of Task 1 was longest (M = 104.8;SD = 97.7)whereas the duration of Task 6 was the shortest (M = 9.3, SD = 5.7).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingnone givenAll participants were in good health with minor complaints concerning ailments that cause slight discomfort with active use of their hands.
“All were in good health with minor complaints concerning ailments that cause slight discomfort with active use of their hands.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenAll participants were technology-naïve and their interaction experiences were mostly limited to making calls on a keypad-based mobile phone.
“All participants were technology-naïve and their interaction experiences were mostly limited to making calls on a keypad-based mobile phone.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataThere are significant differences in frequency of use (χ2(4)=41.319, P<0.05) and in ease of use (χ2(4)=49.271, P<0.05) between mobile phones for calls and the other technology usages as reported by the participants.
“The results of the tests show that there are significant differences in frequency of use (χ 2 (4) = 41.319,P < 0.05) and in ease of use (χ 2 (4) = 49.271,P < 0.05) between mobile phones for calls and the other technology usages as reported by the participants”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataThere is no significant difference in age between males and females (t(15)=1.64, P>0.05).
“Further, the results of the independent t-test show that there is no significant difference in age between males and females (t (15) = 1.64,P > 0.05).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataIn Game 2, the mean GR time was 65.88 s (SD = 60.95).
“The mean GR time was 65.88 s (SD = 60.95)”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataFor other demographic variables with a non-normal distribution, Mann-Whitney tests show no significant differences between genders.
“For the other demographic variables with a non-normal distribution, the Mann-Whitney tests also show no significant differences between genders (Table 1).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataIn Game 2, the mean ID time was 40.18 s (SD = 29.27).
“and the mean ID time was 40.18 s (SD = 29.27).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThere was no significant difference between Games 1 and 2 for GR time or the number of gestures before GR.
“Furthermore, there is no significant difference for GR time or the number of gestures before GR.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataIn Game 3, participants played the game for 124.87 s (SD = 62.53).
“They played the game for 124.87 s (SD = 62.53)”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe non-progressive playing model was predominant among participants, with most participants using the w-rotate gesture variant intensely.
“The non-progressive playing model was predominant among participants with most participants using the w-rotate gesture variant intensely.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataThe use of correct rotate gestures was generally low and they were never performed by more than half of the players.
“The use of correct gestures was generally low and they were never performed by more than half of the players.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataIn Game 2, task duration showed a decreasing trend with Task 1 longest (M = 38.1; SD = 50.1) and Task 6 shortest (M = 5.3, SD = 4.0).
“The same decreasing trend was observed for task duration with Task 1 having the longest (M = 38.1;SD = 50.1)and Task 6 having the shortest duration (M = 5.3, SD = 4.0).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataIn Game 3, participants needed 10.2 s (SD = 8.39) to initiate the first rotate gesture and 71.2 s (SD = 60.35) to make the first correct rotational gesture.
“needing 10.2 s (SD = 8.39) to initiate the first rotate gesture and 71.2 s (SD = 60.35) to make the first correct rotational gesture.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataIn Game 3, participants performed a mean total of 16.73 interactions (SD = 6.87), of which 7.6 interactions (SD = 4.32) included rotational gestures.
“They performed a mean total of 16.73 interactions (SD = 6.87),where 7.6 interactions (SD = 4.32) included rotational gestures.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationOlder age groups performed better under anxious conditions and did not make significantly more errors compared with younger age groups on either interface structure.
“In their study, older age groups performed better under anxious conditions and did not make significantly more errors compared with younger age groups on either interface structures.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Gudur et al., 2013 source
May combine two claims.
PremisecitationThe redundancy approach was less effective for the oldest age group (73+), showing faster task times and better intuitiveness only for middle-aged people (40-59).
“The redundancy approach was shown as less effective for the oldest age group (73+), showing faster task times and better intuitiveness only for middle aged people (40-59).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Blackler et al., 2012 source
Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
Interpretationnone givenThe study's findings partially corroborate those of earlier work.
“These findings partially corroborate those of earlier work.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
PremisecitationThe touch screen has been suggested as a suitable input device for elderly users because it is easy to learn and operate.
“The touch screen has been suggested as a suitable input device for elderly users because it is easy to learn and operate (Yarnold et al., 1996).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Yarnold et al., 1996 source
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationOlder users can use touch-based products successfully, regardless of their age-related functional deficiencies.
“Older users can also use touchbased products successfully, regardless of their age-related functional deficiencies (Häikiö et al., 2007).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Häikiö et al., 2007 source
May combine two claims.
PremisereasoningGesture-based interfaces require minimal learning time and lead to a high degree of user satisfaction.
“They therefore require minimal learning time and they lead to a high degree of user satisfaction.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe influence of the anxiety factor declined significantly in a study of older people's performance in a touch-screen environment.
“According to Umemuro (2004) even the influence of the anxiety factor declined significantly in a study of older people's performance in a touch-screen environment.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Umemuro, 2004 source
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationPrior experience and familiarity have been identified as the main factors for intuitive use.
“Over the past years this definition has been supported by several experimental designs (Blackler et al., 2010b;Hurtienne and Blessing, 2007;Naumann et al., 2007) where prior experience and familiarity have been identified as the main factors for intuitive use.”
Quote in the paperNot a substantial claim0 of 3 sources checkedProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
PremisereasoningTouch-based technologies have potential for improving human-technology interaction and adoption for older adults by introducing natural movements to the interaction process.
“Furthermore, the advent of touchbased technologies has an accruing potential for improving human-technology interaction and adoption for older adults by introducing natural movements to the interaction process.”
Quote in the paperNot a substantial claimMay combine two claims.
PremisecitationOlder people's interaction with modern technology is less intuitive even with prior experience, where interfaces are used more slowly.
“Older people's interaction with modern technology is less intuitive even with prior experience where interfaces are used more slowly (Lewis et al., 2008).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Lewis et al., 2008 source
Classified as probably not a substantial claim.
PremisecitationOlder users found touch-based input devices easier to use than other alternatives.
“Taveira and Choi (2009) observed that older users found touch-based input devices easier to use than other alternatives.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Taveira and Choi, 2009 source
Classified as probably not a substantial claim.
PremisecitationAn intuitive technological product normally requires minimal learning because it is contingent on the user's prior experience and familiarity with the technology.
“An intuitive technological product normally requires minimal learning as it should be contingent on the user's prior experience and familiarity with the technology (Blackler et al., 2010b).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Blackler et al., 2010b source
Classified as probably not a substantial claim.
PremisecitationGesture-based interfaces are considered more user-friendly to older users than WIMP interfaces because they are natural and intuitive.
“Gesture-based interfaces are considered more user-friendly to older users than windows, icons, menus and pointers (WIMP) interfaces because they are natural and intuitive.”
Quote in the paperSubstantial claimMay combine two claims.
PremisecitationOlder users who operate traditional input devices with limited speed and accuracy may find gestures attractive and applications more accessible.
“As gesture-based interfaces have the advantage of simplicity by omitting the intermediary input device, older users who operate traditional input devices with limited speed and accuracy may find gestures attractive and applications more accessible (Chen, 2013).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Chen, 2013 source
Classified as probably not a substantial claim.
PremisecitationGesture-based interfaces have the advantage of simplicity by omitting the intermediary input device.
“As gesture-based interfaces have the advantage of simplicity by omitting the intermediary input device, older users who operate traditional input devices with limited speed and accuracy may find gestures attractive and applications more accessible (Chen, 2013).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Chen, 2013 source
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationIn Piper et al. (2010), 17 out of 20 older adults used a computer daily.
“For instance, in Findlater et al. (2013), 9 of 20 older adults used touch-screen devices on a daily basis and 3 had never used such devices; in Piper et al. (2010), 17 out of 20 older adults used computer daily, but in Leonardi et al. (2010) only 2 of 15 older participants had some computer experience and the others had none.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Piper et al., 2010 source
May combine two claims.
PremisecitationMastering core manipulation skills and recognizing often nontextual cues requires adoption, exploration and practice.
“Although touch-based interaction has been shown to have some efficacy beyond WIMP systems for learnability, ease of manipulation and likeability (Biswas and Langdon, 2011), mastering core manipulation skills and recognizing often nontextual cues requires adoption, exploration and practice.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationEase-of-use is critical for promoting confidence in older users, including those with minor physical impairments, to interact with digital devices.
“Furthermore, Mertens et al. (2010), based on their work on touch-table design for users with kinetic tremor, argued that ease-of-use is critical for promoting confidence in older users (including those with minor physical impairments) to interact with digital devices.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Mertens et al., 2010 source
Classified as probably not a substantial claim. May combine two claims.
InterpretationreasoningInitial learning and the acquisition of manipulation skills have fewer barriers to overcome, accelerating good performance.
“This implies that initial learning and the acquisition of manipulation skills have fewer barriers to overcome, accelerating good performance.”
Quote in the paperSubstantial claimMay combine two claims.
Study design and conductown dataThe Shapiro-Wilk test was significant across most tasks for task durations, numbers of correct gestures, and numbers of incorrect gestures, violating the assumption of normal distribution.
“The test was significant across most tasks for task durations [D(17) ¤ (0.676, 0.892), P < 0.05], numbers of correct gestures [D(17) ¤ (0.410, 0.828), P < 0.05] and numbers of incorrect gestures [D(17) ¤ (0.454, 0.747), P < 0.05], thus violating the assumption of normal distribution.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
PremisecitationSaffer argued that a natural system allows its users to act and communicate in the ways they naturally do in everyday life.
“Similarly, Saffer (2009) argued that a natural system is the one that allows its users to act and communicate in the ways they naturally do in their everyday life.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Saffer, 2009
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S3 (load-bearing).
Interpretationown dataParticipants tended to use a relatively simple technology (mobile phone) for a simple task (talking).
“These results indicate that the participants tended to use a relatively simple technology (i.e.mobile phone) for a simple task (i.e.talking).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based).
Premisenone givenIf users could recognize their natural motion patterns as the required input, it would help mitigate their anxiety with computer technologies.
“If users could recognize their natural motion patterns as the required input, it would help mitigate their anxiety with computer technologies.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductown dataThe Kolmogorov-Smirnov test indicates that the variable age is normally distributed.
“The Kolmogorov-Smirnov test indicates that the variable age is normally distributed.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationSome work suggested that touch-screens might be beneficial for older adults.
“Some work suggested that touch-screens might be beneficial for older adults (Lee et al., 2009;Findlater et al., 2013;Schneider et al., 2008), who could complete a range of touch gestures including point, drag and pinch (Kobayashi et al., 2011).”
Quote in the paperNot a substantial claim0 of 3 sources checkedProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationSome studies found that a touch-screen was more difficult than a mouse for older users to manipulate.
“However, some studies found that a touch-screen was more difficult than a mouse for older users to manipulate (Florines et al., 2007;Wood et al., 2005).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Florines et al., 2007
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Wood et al., 2005 source
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisereasoningAnother critical feature of NUI is high learnability relative to WIMP interfaces.
“Another critical feature of NUI is high learnability relative to WIMP interfaces.”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationown dataThe findings of Game 1 support hypotheses H1 and H3, and partially support H2.
“The findings are in support of hypotheses H1 and H3, and in partial support of H2 as there is a significant difference, but with a decreasing trend.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductnone givenThe audiovisual data were coded into variables in parallel by two independent parties, and all discrepancies in the coded data were resolved by a joined recode.
“The audiovisual data were coded into variables in parallel by two independent parties, whereas all discrepancies in the coded data were resolved by a joined recode.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
PremisecitationProviding familiar visual objects that can be manipulated by finger gestures similar to their real-world counterparts allows older users to perform basic tasks with no prior training.
“Hollinworth and Hwang (2011) used 'familiarity' as a design principle and showed that providing familiar visual objects that can be manipulated by finger gestures similar to their real-world counterparts allows older users to perform basic tasks with no prior training.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Hollinworth and Hwang, 2011 source
May combine two claims.
Interpretationown dataThe results of Game 1 support hypotheses H1, H2, and H3.
“These results are in support of hypotheses H1, H2 and H3.”
Quote in the paperSubstantial claimMay combine two claims.
PremisecitationA NUI may appear intuitive for technology-savvy digital natives but inaccessible to technology-naïve digital aliens such as older adults who have minimal experience with computer technologies.
“A NUI may appear intuitive for the generation of technology-savvy 'digital natives' (Prensky, 2007) such as contemporary teens, but inaccessible to the generation of technology-naïve 'digital aliens' such as older adults who have minimal experience with computer technologies.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Prensky, 2007
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim.
PremisecitationNUIs facilitate the use of a range of evolved skills rather than technology-specific procedures typical of WIMP-style interfaces.
“As suggested by Saffer (2009), NUIs facilitate the use of a range of evolved skills rather than technology-specific procedures that are typical of WIMP-style interfaces.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Saffer, 2009
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.
PremisereasoningGames, when well-designed, can be very motivating and engaging, and thus have high potential to address aversion to unfamiliar interactions.
“Games, when welldesigned, can be very motivating and engaging, and thus have high potential to address the issue of aversion to unfamiliar interactions.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationIn Findlater et al. (2013), 9 of 20 older adults used touch-screen devices on a daily basis and 3 had never used such devices.
“For instance, in Findlater et al. (2013), 9 of 20 older adults used touch-screen devices on a daily basis and 3 had never used such devices; in Piper et al. (2010), 17 out of 20 older adults used computer daily, but in Leonardi et al. (2010) only 2 of 15 older participants had some computer experience and the others had none.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Findlater et al., 2013 source
Classified as probably not a substantial claim.
InterpretationreasoningNaturalness and learnability are closely related.
“Therefore, the two notions-naturalness and learnabilitywould seem to be closely related.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationNUIs are deemed more desirable and inclusive than command-line and graphical user interfaces because they utilize a wider range of communication modalities and skills people acquire through ordinary activities.
“As an alternative to their predecessors-command-line interfaces and graphical user interfaces-NUIs are deemed more desirable and inclusive as they aim to utilize the power of a much wider range of communication modalities, leveraging skills people acquire through ordinary activities in everyday life (Widgor and Wixon, 2011).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Widgor and Wixon, 2011
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Premisenone givenThe number of participants varies with the studies and tends to be small.
“Besides, the number of participants varies with the studies, and it tends to be small.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Premisenone givenAcquiring digital literacy is often an issue of overcoming reluctance.
“Acquiring digital literacy is often an issue of overcoming reluctance.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationTouch-based interaction has been shown to have some efficacy beyond WIMP systems for learnability, ease of manipulation and likeability.
“Although touch-based interaction has been shown to have some efficacy beyond WIMP systems for learnability, ease of manipulation and likeability (Biswas and Langdon, 2011), mastering core manipulation skills and recognizing often nontextual cues requires adoption, exploration and practice.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Biswas and Langdon, 2011 source
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationKaram and Schraefel concluded, based on reviews of 40 years of literature on gesture-based interaction, that much research on gesture-based interactions claims gestures can provide a more natural form of interacting with computers.
“A decade later, Karam and Schraefel (2005) concluded, based on their reviews of 40 years of literature on gesture-based interaction, that 'much of the research on gesture based interactions claim that gestures can provide a more natural form of interacting with computers' (p.26).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Karam and Schraefel, 2005
May combine two claims.
PremisecitationOlder adults are familiar mostly with analogue technologies, and in many cases are not comfortable with the concept of exploratory learning through trial-and-error.
“Older adults are familiar mostly with analogue technologies, and in many cases are not comfortable with the concept of exploratory learning through trial-and-error (Fisk et al., 2009).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Fisk et al., 2009
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationIn general, older adults were found to be slower than their younger counterparts in touch gestures but not more error-prone.
“In general, older adults were found to be slower than their younger counterparts in touch gestures but not more error-prone (Stößel and Blessing, 2010).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Stößel and Blessing, 2010 source
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationAn increasing number of studies show that digital games can encourage older adults to adopt computers as well as improve their quality of life.
“An increasing number of studies show that digital games can encourage older adults to adopt computers as well as improve their quality of life (Gabrielli et al., 2008;Wang and Burton, 2010).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Gabrielli et al., 2008 source
- cites Wang and Burton, 2010
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationPrior experience enabled people to use cars and microwaves more quickly and with fewer errors.
“Similarly, it was shown that prior experience also enabled people to use cars (Langdon et al., 2007) and microwaves (Lewis et al., 2008) more quickly and with fewer errors.”
Quote in the paperNot a substantial claim0 of 2 sources checkedProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationDigital games have the potential to address a common ageing issue-isolation-if they are played in a social context.
“A more exciting aspect is that digital games have the potential to address a common ageing issue-isolationif they are played in a social context (Al Mahmud et al., 2008).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Al Mahmud et al., 2008 source
May combine two claims.
Interpretationown dataThe decrease in the number of correct gestures across tasks implies that participants made fewer semidrag gestures and quickly approached the optimal full drag gesture.
“Additionally, the decrease in the number of correct gestures across the tasks implies that the participants made less semidrag gestures and quickly approached the optimal full drag gesture.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown dataThe results of Game 2 support hypotheses H4, H5, and H6.
“These results support the hypotheses H4, H5 and H6.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown dataPlayers discovered the DRAG gesture during the first task of Game 1, where they spent most of their playing time.
“As the results show, to 'solve' the first game (i.e.Game 1) the players discovered the DRAG gesture during the first task where they spent most of their playing time.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S4 (based). May combine two claims.
InterpretationreasoningThe number of semi-drags approaches an optimal constant by Task 5, beyond which there is no improvement.
“the number of semi-drags approaches an optimal constant by Task 5, beyond which there is no improvement.”
Quote in the paperNot a substantial claim- Rests on an assumption: Reduced motor skills are a permanent condition.
May combine two claims.
Interpretationown dataThe drag gesture is more natural for technology-naïve older adults and thus easier for them to learn, as shown by significantly improved performance over two similar games within a short time span of less than on average 10 min.
“Specifically, the empirical findings indicate that the drag gesture is more natural for technology-naïve older adults and thus easier for them to learn, as shown by their significantly improved performance over two similar games within a short time span of less than on average 10 min.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable).
PremisecitationKnowledge and skill building is a sense-making process through negotiating ideas with others.
“In accord with the social constructivist theories, knowledge and skill building is a sense-making process through negotiating ideas with others (Dourish, 2004;Palincsar, 1998;Suchman, 1987).”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites Dourish, 2004
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Palincsar, 1998 source
- cites Suchman, 1987
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
InterpretationcitationThe decrease in semi-drags during game-play was fast and effortless without conscious reasoning, aligning with Blackler et al. (2005) definition of intuitive use.
“The decrease in semi-drags during game-play was fast and effortless without conscious reasoning, which aligns with the definition of Blackler et al. (2005) for intuitive use.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Blackler et al. (2005)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim.
PremisecitationPrior experience was the most common reason for successful technology use by older people.
“O'Brien (2010) showed that prior experience was the most common reason for successful technology use by older people.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites O'Brien (2010)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
PremisecitationThe effects of ageing on motor abilities generally include coordination reduction and a loss of flexibility, which is a problem for many older people when using mobile phones or laptop computers with touchpads.
“The effects of ageing on motor abilities generally include coordination reduction and a loss of flexibility which is a problem for many older people when using mobile phones or laptop computers with touchpads (Rogers et al., 1996).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Rogers et al., 1996 source
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductown dataIn Game 3, data from 15 participants were collected and evaluated after 2 of 17 participants had no interactions with the table.
“A total of 17 single participants started playing the Puzzle game.However, as 2 participants had no interactions with the table, data from 15 participants were collected and evaluated in the further analysis.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningThis created a false impression for the participant that w-rotate was correct, resulting in continued use of this gesture during the game.
“This created a false impression for the participant that w-rotate was correct, resulting in continued use of this gesture during the game.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown dataThe GS shows that the performance level was attained immediately after Task 1, with speed being the only significant improvement across subsequent tasks.
“The GS shows that the performance level was attained immediately after Task 1, with speed being the only significant improvement across the subsequent tasks.”
Quote in the paperSubstantial claimMay combine two claims.
Study design and conductown dataThe Shapiro-Wilk test was significant across all variables in Game 2, violating the normal distribution assumption.
“As the Shapiro-Wilk test was significant across all the variables, showing a violation of the normal distribution assumption”
Quote in the paperSubstantial claim
The authors state this as an assumption.
The participants could learn from practicing the tasks sequentially and thus improve their performance by reducing task completion time and increasing gesture accuracy.
“They were formulated based on the assumption that the participants could learn from practicing the tasks sequentially and thus improve their performance by reducing the task completion time and increasing the gesture accuracy.”
The authors state this as an assumption.
The DRAG gesture has high learnability.
“Based on the assumption about the high learnability of the drag gesture, we formulate the following hypotheses:”
The paper relies on this without support.
Dragging a physical object across a smooth surface is a common action familiar to all.
“Dragging a physical object across a smooth surface is a common action familiar to all.”
The paper relies on this without support.
Reduced motor skills are a permanent condition.
“As reduced motor skills are a permanent condition”
Statistics that don’t add up
Each reported p-value recomputed from its test statistic and degrees of freedom.
p-value fits an unstated one-tailed test: (z = -2.560,p < .01
MinorThe paper reports p < .01 here; recomputing from the test statistic and its degrees of freedom gives p = .010 (two-tailed). The reported value is what a one-tailed test gives, but the paper does not say near this result that a one-tailed test was used.
Reported p < .01 · recomputed p = .010
“(z = -2.560,P < 0.01”
Inconsistent p-value: (z = -3.185,p = .003
MinorThe paper reports p = .003 here; recomputing from the test statistic and its degrees of freedom gives p = .001 (two-tailed). The check cannot tell whether the statistic or the p-value is the misprint.
Reported p = .003 · recomputed p = .001
“(z = -3.185,P = 0.003”
Statistics recomputed
Every reported test result, recomputed from its test statistic and degrees of freedom. A result shows as not adding up only once an independent check has confirmed it.
- Doesn’t add upz = -2.56reported p < .01 · recomputed p = .010
“(z = -2.560,p < .01”
- Doesn’t add upz = -3.185reported p = .003 · recomputed p = .001
“(z = -3.185,p = .003”
- Consistentt(15) = 1.64reported p > .05 · recomputed p = .122
“t (15) = 1.64,p > .05”
- Consistentχ²(5) = 13.366reported p < .05 · recomputed p = .020
“χ 2 (5) = 13.366,p < .05”
- Consistentχ²(5) = 25.825reported p < .05 · recomputed p < .001
“χ 2 (5) = 25.825,p < .05”
- Consistentz = -2.793reported p < .01 · recomputed p = .005
“(z = -2.793,p < .01”
- Consistentz = -3.068reported p < .01 · recomputed p = .002
“(z = -3.068,p < .01”
- Consistentz = -2.642reported p < .01 · recomputed p = .008
“(z = -2.642,p < .01”
- Consistentz = -3.129reported p < .01 · recomputed p = .002
“(z = -3.129,p < .01”
- Consistentz = -3.439reported p < .01 · recomputed p < .001
“(z = -3.439,p < .01”
- Consistentz = -3.204reported p < .01 · recomputed p = .001
“(z = -3.204,p < .01”
- Consistentz = -3.039reported p < .01 · recomputed p = .002
“(z = -3.039,p < .01”
- Consistentz = -3.182reported p < .01 · recomputed p = .001
“(z = -3.182,p < .01”
- Consistentz = -3.235reported p < .01 · recomputed p = .001
“(z = -3.235,p < .01”
- Consistentz = -3.416reported p = 0 · recomputed p < .001
“(z = -3.416,p = .00”
- Consistentz = -2.74reported p < .05 · recomputed p = .006
“,z = -2.74,p < .05”
- Consistentz = -3.488reported p < .05 · recomputed p < .001
“,z = -3.488,p < .05”
- Consistentz = -2.441reported p < .05 · recomputed p = .015
“,z = -2.441,p < .05”
- Consistentz = -2.699reported p < .05 · recomputed p = .007
“,z = -2.699,p < .05”
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Game 2 has conflicting names
MinorThe Game 2 heading calls it Hot Spaces, while its description calls it Hot Spots. Hot Spaces is also the stated name of Game 1.
“## 3.4.2. Game 2: Hot Spaces”
“Hot Spots is a number game that requires very basic arithmetic knowledge.”
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Assessing Functional Status of Elderly Adults via Microcomputer
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Gesture-Based Applications for Elderly People
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Older adults, interface experience and cognitive decline
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Investigation of input devices for the age-differentiated design of human-computer interaction
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Flagged first, then by citations
Research works printed but not linked: 2
- 2012, INT J HUMCOMP STUD, 70, 478
- 2013, ACM TRANSAC COMPUT HUM INT, 20, 5
Cited by
Sorted by citations
Chen, Y., & Gao, Q. (2023) · International Journal of Human–Computer Interaction · doi:10.1080/10447318.2022.2062855 · Cited by 70 · see citing works
Orphanides, A. K., & Nam, C. S. (2017) · Applied Ergonomics · doi:10.1016/j.apergo.2017.01.013 · Cited by 60 · see citing works
The development of a mobile user interface ability evaluation system for the elderly
Lin, C. J., & Ho, S.-H. (2020) · Applied Ergonomics · doi:10.1016/j.apergo.2020.103215 · Cited by 27 · see citing works
Pike, K. E., Chong, M. S., Hume, C. H., Keech, B. J., Konjarski, M., Landolt, K., Leslie, B. E., Russo, A. M., Thai, C., Vilsten, J. S., et al. (2018) · Australian Psychologist · doi:10.1111/ap.12339 · Cited by 25 · see citing works
Examining the Usability of Touch Screen Gestures for Children With Down Syndrome
Nacher, V., Cáliz, D., Javier, J., & Martínez, L. (2018) · Interacting with Computers · doi:10.1093/iwc/iwy011 · Cited by 19 · see citing works
“There have been multi-touch usability studies targeted at a range of users from prekindergarten (Nacher et al., 2014) (Vatavu et al., 2015) to adults and the elderly (Gao and Sun, 2015) (Smith and Chaparro, 2015)(Mihajlov et al., 2014).”
BackgroundTowards Intuitive Interaction Theory
Blackler, A. L., & Popović, V. (2015) · Interacting with Computers · doi:10.1093/iwc/iwv011 · Cited by 19 · see citing works
User-centered design strategies for age-friendly mobile news apps
Jiang, Q., Deng, L., Zhang, J., & Pengbo, Y. (2024) · Sage Open · doi:10.1177/21582440241285393 · Cited by 18 · see citing works
“Another study indicates that in touchscreen operation, elderly users find it easier to learn dragging gestures than rotating gestures, which helps apply skills to similar gesture tasks (Mihajlov et al., 2015).”
Martín‐Gutiérrez, J., & Guerra, M. S. D. R. (2021) · Sensors · doi:10.3390/s21041328 · Cited by 14 · see citing works
Jin, T., He, J., Wang, W., Wu, Z., & Gu, H. (2022) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2022.2148859 · Cited by 13 · see citing works
“Elderly users have difficulty keeping the mouse still when clicking due to decreased motor control and finger coordination (Mihajlov et al., 2015; Tsai-Hsuan et al., 2017), and the cursor slides off the target when moving the mouse (Schmid et al., 2015).”
BackgroundRobotham, T., Rummukainen, O., Kurz, M., Eckert, M., & Habets, E. A. P. (2022) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2022.3150491 · Cited by 14 · see citing works
Evaluating Multitouch Semiotics to Empower Prekindergarten Instruction with Interactive Surfaces
Nacher, V., Javier, J., & Catalá, A. (2016) · Interacting with Computers · doi:10.1093/iwc/iww007 · Cited by 13 · see citing works
Learning to Drag: The Effects of Social Interactions in Touch Gestures Learnability for Older Adults
Mihajlov, M., Springett, M., & Lai-Chong Law, E. (2019) · Proceedings of the 2019 ACM International Conference on Interactive Surfaces and Spaces · doi:10.1145/3343055.3359716 · Cited by 9 · see citing works
“Hence, we compared the results of this study to the results of our earlier study [28].”
ResultSelf-citationXiao, Y., Miao, K., & Jiang, C. (2021) · Symmetry · doi:10.3390/sym13101926 · Cited by 9 · see citing works
Wang, Y.-X., Zhou, Y.-L., Chen, X., & Fang, H. (2024) · International journal of human computer interactions · doi:10.1080/10447318.2024.2352226 · Cited by 7 · see citing works
“Simple touch gestures are better learnable, more accurate (Mihajlov et al., 2015), take less time to operate (Chen & Or, 2017), and are more favoured by older people compared to difficult gestures (Gao & Sun, 2015).”
Intuitive Interaction with Motion Controls in a Tennis Video Game
McEwan, M., Blackler, A. L., Wyeth, P. A., & Johnson, D. M. (2020) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3410404.3414242 · Cited by 9 · see citing works
“Unique design challenges, such as applying the correct mapping metaphor, making interactions discoverable, and considering ergonomic factors, must also be overcome [14, 34, 46, 50, 51].”
BackgroundResultInfluentialSpringett, M., Mihajlov, M., Brzovska, E., Orozel, M., Elsner, V., Oppl, S., Stary, C., Keith, S., & Richardson, J. (2021) · Universal Access in the Information Society · doi:10.1007/s10209-021-00793-4 · Cited by 6 · see citing works
Self-citationMcEwan, M. (2017) · Queensland University of Technology · doi:10.5204/thesis.eprints.107983 · Cited by 7 · see citing works
The Effect of Dyadic Interactions on Learning Rotate Gesture for Technology-Naïve Older Adults
Mihajlov, M., Law, E. L., & Springett, M. (2016) · doi:10.1145/2996267.2996277 · Cited by 6 · see citing works
Self-citationExploring visual prompts for communicating directional awareness to kindergarten children
Nacher, V., Jurdi, S., Javier, J., & García-Sanjuán, F. (2019) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2019.01.003 · Cited by 5 · see citing works
Control with Hand Gestures by Older Users: A Review
Liang, S. M., & Lee, Y.-J. B. (2016) · Lecture notes in computer science · doi:10.1007/978-3-319-39943-0_34 · Cited by 5 · see citing works
Framework for Human-Robot Communication Gesture Design: A Warehouse Case StudyPreprint
Kazempour, B., Bhattathiri, S. S., Rashedi, E., et al. (2025) · SSRN Electronic Journal · doi:10.2139/ssrn.5645065 · Cited by 4 · see citing works
A comprehensive learnability framework for mobile application design for older adults
Yang, M., Gao, Q., & Wang, X. (2024) · Universal Access in the Information Society · doi:10.1007/s10209-024-01147-6 · Cited by 4 · see citing works
“…guidelines based on considerations of user needs in different stages of learning [28, 38], whereas other researchers focused on improving learnability in certain design elements, such as information presentation [6, 39], interaction and control [27], task design [40, 41], and user help [1, 25, 42].”
PATE Model: A 30-Year Review and Analysis of Gestural Interaction Research
Chen, X., Zhang, J., Zhao, Y., Chen, Q., Chen, B., Xu, N., Jin, E., Shen, Y., Tian, Y., Shen, M., et al. (2025) · Human Factors The Journal of the Human Factors and Ergonomics Society · doi:10.1177/00187208251359299 · Cited by 3 · see citing works
“Older adults tend to prefer single-point touch gestures that are congruent with their daily routines, which is attributable to their physiological and psychological limitations (Ch ˆ ene et al., 2016; Mihajlov et al., 2015; Tsai et al., 2017).”
Ergonomics evaluation of gestures interaction for the elderly in extended reality
Chen, Y., & Hu, Y. Y. (2025) · International Journal of Industrial Ergonomics · doi:10.1016/j.ergon.2025.103749 · Cited by 3 · see citing works
Embodied Intuitive Interaction in Children
Desai, S. H. (2017) · Queensland University of Technology · doi:10.5204/thesis.eprints.112766 · Cited by 2 · see citing works
Raidah, F. N., Sohada, K. F. N., Hasan, K. T., et al. (2024) · doi:10.1145/3723178.3723211 · Cited by 1 · see citing works
“The physical design of keypads, often with diminutive dimensions, can exacerbate this issue, especially when the width of a user’s finger exceeds that of the individual keys, leading to unintended inputs and subsequent grave outcomes (Figure 15, 16).”
Liu, T., Luo, Y. T., He, Z., Pang, P., Chan, K. S., & Lau, Y. (2026) · JMIR Aging · doi:10.2196/80661 · Cited by 1 · see citing works
“Gesture-dependent interactions and ambiguous feedback mechanisms further increase operational difficulty [28].”
Touch Table Interfaces in Therapeutic Rehabilitation: A Systematic Review
Macé, M., Amghar, T., Richard, P., & Ménétrier, E. (2025) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2024.2422677 · Cited by 1 · see citing works
“ability to train certain gestures such as drag-and-drop while other gestures such as rotation seem less accessible (Mihajlov et al., 2015).”
Springett, M., Mihajlov, M., Brzovska, E., et al. (2021) · Research Square · doi:10.21203/rs.3.rs-178252/v1
Self-citationEffect of age on use of interactive exhibits in a museum context
Ichino, J., Isoda, K., & Hisanaga, I. (2019) · doi:10.1145/3351995.3352047
- Authors
- Mihajlov, M., Law, E. L.-C., & Springett, M.
- Affiliations
- Ss. Cyril and Methodius University in Skopje (MK)
- University of Leicester (GB)
- Middlesex University London (GB)
- Corresponding author
- Mihajlov, M.
- Venue
- Interacting with Computers
- Publisher
- Oxford University Press (OUP)
- Published
- 2014-12-12
- Volume
- 27
- Issue
- 3
- Pages
- 344-356
- ISSN
- 0953-5438 (ISSN-L)
- 1873-7951
- OpenAlex
- W2149110015
- Cited by
- 30
- References
- 67
- Citations by year
- 2026: 1 · 2025: 4 · 2024: 4 · 2022: 3 · 2021: 3 · 2020: 2 · 2019: 4 · 2018: 2 · 2017: 3 · 2016: 3 · 2015: 1
- FWCI
- 6.48
- Type
- journal article
- Language
- en
- Open access
- green
- eprints.mdx.ac.uk
- Locations
- Interacting with Computers (publishedVersion)
- Middlesex University Research Repository (Middlesex University Of London) (submittedVersion)
- Topics
- Social Sciences › Demography › Technology Use by Older Adults
- Physical Sciences › Computer Science › Human-Computer Interaction › Interactive and Immersive Displays
- Physical Sciences › Computer Science › Human-Computer Interaction › Usability and User Interface Design
- Keywords
- touch gestures, learnability, older adults, intuitive interaction, interactive tabletops, video games, skill transfer, task duration, social interaction
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