Digital Innovations for the Aging Society
Permanent URI for this collectionhttps://hdl.handle.net/10125/107481
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Item type: Item , Designing for and Assessing Learning in Digital Health Apps and Platforms: Case Study of a Comprehensive Digital Self-care Support System (CDSSS - myHESTIA) for the Aging(2024-01-03) Nambisan, Priya; Kreps, GaryDigital health apps and platforms (DHAPs) are touted to deliver numerous benefits to health consumers, including increased awareness of one’s own health. However, whether DHAPs accrue better consumer health outcomes is yet to be ascertained. Learning about one’s health condition is one of the most important aspects of self-health management. In this study, we draw from various disciplines such as psychology, communication and sociology and identify the processes that underlie learning in DHAPs. Using the context of a Comprehensive Digital Self-care Support System (CDSSS) named ‘myHESTIA (my Healing Ecosystem for Self-care and Therapeutic Integration for the Aging),’ we describe the features that promote learning. Given the lack of an existing scale to measure learning as an outcome in DHAPs, we propose a new scale to assess learning and report on an ongoing study to validate the scale. Implications of the DHAP learning framework for research and practice are discussed.Item type: Item , The Relationships between Different Forms of Gamification and User Experience: A Study in the Context of Elderly Well-being Applications(2024-01-03) Zhang, Yanping; Xi, Nannan; Liang, Changyong; Hamari, JuhoAging society is a global challenge. With its persuasive and engaging advantages, gamification is perceived as a potential approach to promote well-being for the elderly. This research seeks to address two extant caveats in the field. Firstly, there is a dearth of research investigating what types of gamification design may differently give rise to a variety of user experiences. Secondly, there is a paucity of research investigating gamification in the context of well-being for the elderly as unexpected audiences of game-based applications. Therefore, this study explores the relationships between gamification design types and the elderly’s user experience (i.e., comfort, engagement, stimulation, dependability, perspicuity, novelty, sociality, and immersion) in the context of health applications using an offline experiment (N = 372). The results show that achievement-oriented gamification had a significantly positive association with engagement, dependability, novelty, and stimulation; social-oriented gamification had significantly positive association with all the dimensions of user experience except for perspicuity and immersion; and immersion-oriented gamification had a significantly positively association with comfort, immersion, engagement, novelty and stimulation.Item type: Item , AphaDIGITAL – Digital Speech Therapy Solution for Aphasia Patients with Automatic Feedback Provided by a Virtual Assistant(2024-01-03) Rykova, Eugenia; Walther, MathiasThis paper introduces aphaDIGITAL – a mobile application for speech and language therapy (SLT) support of German-speaking people with aphasia. The app includes automatic speech recognition and text analysis components, which allows giving detailed feedback to the users on different types of errors. Furthermore, the exercises are accompanied by an avatar-based SLT assistant, which is created for this specific purpose. The user performs the exercises, individually configured for her by the SLT practitioner, on a mobile device. Data collection and processing are carried out on the server.Item type: Item , Introduction to the Minitrack on Digital Innovations for the Aging Society(2024-01-03) Vogel, Doug; Gewald, Heiko; Bozan, Karoly
