Learning to Drag: The Effects of Social Interactions in Touch Gestures Learnability for Older Adults
Abstract
Considering the potential physical limitations of older adults, the naturalness of touch-based gestures as an interaction method is questionable. Assuming touch-based gestures are natural, they should be highly learnable and amenable to enhancement through social interactions. To investigate whether social interactions can enhance the learnability of touch gestures for older adults with low digital literacy, we conducted a study with 42 technology- naïve participants aged 64 to 82. They were paired and encouraged to play two games on an interactive tabletop with the expectation to use the drag gesture to complete the games socially. We then compared these results with a previous study of technology-naïve older adults playing the same games individually. The results of the comparisons show that dyadic interactions had some benefits for the participants in helping them to become comfortable with the drag gesture by negotiation and imitation. Further qualitative analysis suggested that playing pairs generally helped learners to comfortably explore the digital environment using the newly acquired skill.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Collaboration has been suggested as an example of social support during learning.
“Collaboration has been suggested as an example of social support during learning”
From Older Adults' Collaborative Learning Dynamics When Exploring Feature-Rich Software (2024) · cites this paper as [48]
Older adults learning feature-rich software has generally been understudied.
“older adults learning feature-rich software has generally been understudied [50]”
From Older Adults' Collaborative Learning Dynamics When Exploring Feature-Rich Software (2024) · cites this paper as [50]
Cites
Barnard, Y., Bradley, M. D., Hodgson, F., & Lloyd, A. D. (2013) · Computers in Human Behavior · doi:10.1016/j.chb.2013.02.006 · Cited by 597 · see citing works
Designing for Older Adults: Principles and Creative Human Factors Approaches
Czaja, S. J., Boot, W. R., Charness, N., & Rogers, W. A. (2019) · doi:10.1201/b22189 · Cited by 328 · see citing works
Game-based digital interventions for depression therapy: a systematic review and meta-analysis
Li, J., Theng, Y.-L., & Foo, S. (2014) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2013.0481 · Cited by 219 · cited 1× · see citing works
“Playing digital games can promote positive health outcomes associated with alleviating depression, feelings of loneliness, and isolation [25].”
BackgroundThe Effect of Multimodal Feedback Presented via a Touch Screen on the Performance of Older Adults
Lee, J.-H., Poliakoff, E., & Spence, C. (2009) · Lecture Notes in Computer Science · doi:10.1007/978-3-642-04076-4_14 · Cited by 73 · see citing works
Investigating familiar interactions to help older adults learn computer applications more easily
Hollinworth, N., & Hwang, F. (2011) · Electronic Workshops in Computing · doi:10.14236/ewic/hci2011.79 · Cited by 35 · see citing works
Intuitive Learnability of Touch Gestures for Technology-Naive Older Adults
Mihajlov, M., Law, E. L.-C., & Springett, M. (2015) · Interacting with Computers · doi:10.1093/iwc/iwu044 · Cited by 30 · cited 1× · see citing works
“Hence, we compared the results of this study to the results of our earlier study [28].”
ResultSelf-citation
Flagged first, then by citations
Cited by
Sorted by citations
Older Adults' Collaborative Learning Dynamics When Exploring Feature-Rich Software
Baghestani, A., Latulipe, C., & Bunt, A. (2024) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3637378 · Cited by 7 · see citing works
- Authors
- Mihajlov, M., Springett, M., & Lai-Chong Law, E.
- Affiliations
- Jožef Stefan Institute (SI)
- Middlesex University London (GB)
- University of Leicester, Leicester, United Kingdom
- Venue
- Proceedings of the 2019 ACM International Conference on Interactive Surfaces and Spaces
- Publisher
- ACM
- Published
- 2019-11-10
- Pages
- 205-215
- OpenAlex
- W2984476012
- Cited by
- 9
- References
- 6
- Citations by year
- 2025: 1 · 2024: 3 · 2023: 1 · 2022: 1 · 2021: 2 · 2020: 1
- FWCI
- 3.41
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- ACM International Conference on Interactive Surfaces and Spaces (ISS) (publishedVersion)
- Middlesex University Research Repository (Middlesex University Of London) (acceptedVersion)
- Funders
- Erasmus+ (2016-1-UK01KA204-024508)
- 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, older adults, social interaction, digital literacy, dyadic interaction, imitation, negotiation, tabletop games, physical limitations
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review