From gamification principles used for digital feedback to designing for motivating the elderly to use technologies

With the fast development of IT, elderly do not always keep up with the cutting-edge technologies, including the use of smartphones, new apps, wearables, and robots. There are often unmotivated users who are afraid of using the technology, fearing of “doing something wrong”.  But with right support from the technology, we could enhance their interaction with the technology, and eventually motivate them to use it.

One of the ways of supporting their experience is through re-thinking ways of designing digital feedback. It is known that gamification is used for motivating users to use an app, but many of the elderly would not take time to play games. What can we learn from the design principles for feedback used in gamification? And how can we transfer that knowledge to design of robots or apps for the stay at home elderly? Are there any differences? What can we learn from those?

The thesis can be both theoretical and/or practical, depending on your own interests. The focus will not be on gamification as the main theme, but rather learning from the field and transferring the knowledge. The language can be English or Norwegian, at your choice.


Recommended courses:

Interaction Design (INF2260 / INF4060) – Basics in interaction design, including methods and ways of designing your research

Participatory Design (INF5722) – for understanding the user

Tangible Interaction (INF5205) – for prototyping

Rapid Prototyping of Robotic Systems (INF4500) – for prototyping

Introduction to robot technology (INF4380)

Emneord: feedback, design for motivation, gamification, elderly
Publisert 19. aug. 2017 13:01 - Sist endret 19. aug. 2017 13:07

Omfang (studiepoeng)