Using Laddering to Understand the Use of Gamified Wearables by
Seniors
Auke Reitsma, Ton Spil and Sjoerd de Vries
Faculty of Behavioural, Management and Social Sciences, University of Twente, Drienerlolaan 5, Enschede, The
Netherlands
Keywords: Gamified Wearable, Health Technology, Gerontechnology, Aging, Human Needs.
Abstract: Gamified wearables have the potential to assist seniors in living independently with a good quality of life.
However, the use of (gamified) wearables by seniors is very limited. The uses and gratifications theory states
that needs motivate the use of computer mediated communication. Therefore, this qualitative study aimed to
find the needs that motivate the use of gamified wearables by seniors. Laddering interviews have been
conducted with a group of 12 seniors that live independently in their own homes. Four needs were identified:
the needs for 1) good health, 2) accomplishment, 3) independency and 4) peace of mind. The need to be
healthy and the need for accomplishment could be fulfilled by the gamified wearable and motivated seniors
to use it. However, the needs for independency and peace of mind were undermined by the gamified wearable
Participants expected the gamified wearable to make them less independent and diminish their sense of
accomplishment of being healthy autonomously. The participants also feared information anxiety caused by
information about their physical health, which they expected to undermine their peace of mind. This study
concludes that a more user-centric design is needed for the gamified wearable to meet the needs of seniors.
1 INTRODUCTION
Worldwide, countries face aging populations, a
development that results in pressure on health care
institutions. This view is supported by Bharucha et al.
(2009, p.1), who state that the graying of the world
population poses formidable socio economic
challenges to the provision of acute and long-term
healthcare”. Arnrich, Mayora, Bardram and Tröster
(2010) argue that “a massive increase of chronic
disease conditions and age-related illness are
predicted as the dominant forces driving the future
health care” (p.67). These health issues could thus
decrease the quality of life of seniors and increase the
costs of healthcare. It can therefore be argued that
new solutions need to be found.
One of the proposed solutions to this impending
problem is a focus on preventative health care in the
form of health technology. A variety of health
technologies have been researched and potential to
help seniors live independently in their own home
with a high quality of life has been found (Arnrich et
al., 2010; Fritz, Huang, Murphy and Zimmermann,
2014). However, Frisardi and Imbimbo (2011) found
that health technologies are not widely used by
seniors. Thielke et al. (2012) argued that the lack of
fulfillment of specific needs of seniors resulted in
limited use of health technologies. This study will
apply the uses and gratifications (U&G) approach of
Katz, Blumler and Gurevitch (1973) to provide an
understanding of the needs that motivate seniors to
use a recent health technology: the gamified
wearable.
While literature suggests great potential in the use
of gamified wearables as a health technology, Kekade
et al. (2017) found that currently the use of (gamified)
wearables by seniors is very low, similar to other
health technologies. Conci, Pianesi and Zancanaro,
(2009, p.63) argue that “there is no evidence that that
older people reject technology more than people of
other ages; elderly, as anyone else, accept and adopt
technology when the latter meets their needs and
expectations”. This view is supported by the uses and
gratifications approach taken in this study (Katz et al.,
1973), which argues that needs determine which type
of media is used. It is therefore hypothesized that the
limited use of gamified wearables is caused by the
technology not meeting the needs of seniors. This
study therefore aims to find the needs that motivate
seniors to use a gamified wearable for health
purposes. Based on the needs of seniors, this study
aims to provide recommendations for the design of a
92
Reitsma, A., Spil, T. and de Vries, S.
Using Laddering to Understand the Use of Gamified Wearables by Seniors.
DOI: 10.5220/0007708600920103
In Proceedings of the 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health (ICT4AWE 2019), pages 92-103
ISBN: 978-989-758-368-1
Copyright
c
2019 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
gamified wearable for seniors. The following
research question is formed: What needs motivate
seniors to use gamified wearables?
2 THEORETICAL FRAMEWORK
2.1 Health in Seniors
Because of the graying of the population worldwide,
significant health challenges occur, especially for
seniors. According to Tak, Benefield and Mahoney
(2010) the aging population in the US will cause
unprecedented challenges for the long term care
industry as the number of older persons who have
cognitive or physical limitations soars.
In order to face these challenges, a more
preventative health care model is needed (Arnrich et
al, 2010). Preventative health care has the aim of
helping seniors live independently in their own homes
with a high quality of life. While the number of
factors that cause health risks and need preventative
care are numerous, this study is focused on
preventative care in the form of supporting physical
activity, a healthy diet and mental health. According
to the World Health Organization (2002) both
inactivity and an unhealthy diet cause major health
risks, such as strokes, heart disease and cancer.
Besides these two factors, stress was also found as a
cause for heart disease.
2.2 Health Technologies
One of the provided solutions for the pressure on
health care is the use of health technologies to help
seniors live independently in their own homes for a
longer time with a good quality of life. This can be
done in various ways, by providing feedback on
health, reminding seniors to take their medicine, or
assisting them in daily activities.
In recent years the use of technology to motivate
healthy behavior has been a growing area of research
(Fritz et., 2014). According to Zuckerman and Gal-
Oz (2014) this focus on the use of technology to
motivate healthy behaviour is because these
technologies have the potential to improve quality of
life. According to several studies health technologies
do not only have the power to improve life quality,
but can also reduce costs of healthcare (Spil,
Sunyaev, Thiebes and Van Baalen, 2017; Tak et al.,
2010).
It can be concluded from recent literature that
researchers foresee great potential in the use of health
technologies to shift the health care model towards a
more preventative form, as they offer seniors a way
to remain independent for longer, with a higher
quality of life. This study is focused on a recent health
technology: the gamified wearable.
2.3 The Gamified Wearable
According to Kumar et al. (2013) the use of wearable
health information has the potential to reduce the cost
of health care and improve well-being in numerous
ways. The following definition of wearables is used
in this study: “electronic technologies or computers
that are incorporated into items of clothing and
accessories which can comfortably be worn on the
body” (Spil, 2017).
The potential of the use of a wearable as a health
technology has been studied in recent years.
According to Kumar et al. (2013), wearables are able
to “support continuous health monitoring at both the
individual and population level, encourage healthy
behaviors to prevent or reduce health problems,
support chronic disease self-management, enhance
provider knowledge, reduce the number of healthcare
visits, and provide personalized, localized, and on-
demand interventions in ways previously
unimaginable”(p.228). Spil et al. (2017) argue that
wearables “can provide sensory and scanning features
not typically seen in mobile and laptop devices, such
as biofeedback and tracking of physiological
function” (p.3618).
Recent literature suggests the combination of
wearables with a form of gamification, to form a new
health technology: the gamified wearable (Spil et al.,
2017; Tong, Gromala, Shaw and Jin, 2015; Zhao,
Etemad and Arya. 2016a; Zhao et al., 2016b).
Gamification is defined by Deterding, Dixon, Khaled
and Nacke (2011, p.9) as “the use of game design
elements in non-game contexts”. According to
Deterding et al. (2011) gamification can inherently
motivate people by improving engagement.
McKeown, Krause, Shergill, Siu and Sweet, (2016)
agree with this view, identifying gamification as a
powerful technique to promote engagement and
motivation”(p.67). Cugelman (2013) states that
gamification does work, but only under the right
circumstances and when used in the right way.
According to Cugelman (2013, p.2), “technology is
only persuasive when it employs specific behavior
change ingredients. Pannese, Wortley and Ascolese
(2016, p.1290) argue that “whilst games are
stereotypically associated with the younger
generation, there are significant potential benefits and
a general acceptance of games in the ageing
Using Laddering to Understand the Use of Gamified Wearables by Seniors
93
population”. It can be concluded that gamification has
the potential to motivate healthy behaviour in users.
Zhao, et al. (2016a, p.239) researched the
combination of wearables, gamification and health
and fitness to enhance traditional obesity
intervention. Their study found that “based on
existing technologies and user needs, the idea of
employing wearables activity trackers for
gamification of exercise and fitness is feasible,
motivating, and engaging”. Spil et al. (2017, p.3623)
also found that wearables and gamification can
“function as complementary technologies, which are
strengthening each other”.
While the use of gamified wearables has the
potential to prevent health issues for seniors, Kekade
et al. (2017) found that the current use of wearables
by seniors is very low. It can be concluded from the
available literature that the gamified wearable could
be a promising health technology for seniors because
of its positive effect on users’ motivation to live
healthy. Both wearables and gamification possess
motivational elements and are hypothesized to
strengthen each other. However, use of (gamified)
wearables by seniors is still very limited.
2.4 Uses and Gratifications
To better understand the limited use of gamified
wearables by seniors, this study applies the uses and
gratifications (U&G) approach by Katz et al. (1973).
U&G theory provides an understanding why people
become involved with a certain type of media, which
has great significance in understanding the use of
computer-mediated communication (Ruggiero,
2000). According to Lin (1999, p.200) “uses and
gratifications has proven to be an axiomatic theory in
that its principles are generally accepted, and it’s
readily applicable to a wide range of situations
involving mediated communication”. This paper
argues that gamified wearables are a relatively new
form of computer mediated communication and
therefore the uses and gratifications approach is
applicable to better understand its limited use.
The U&G process follows the premise that users
are aware of their needs and select media to gratify
those needs (Katz et al., 1973). This means that needs
lead to motivations to use certain media (Lin, 1999).
It can be argued from the uses and gratification theory
that the very low use of wearables by seniors found
by Kekade et al. (2017) can be explained by needs of
seniors not being fulfilled. According to Blumler
(1985), needs relevant in the U&G theory are a type
of self-actualization needs, which are described in
Maslow's’ (1970) pyramid of needs. When applying
the U&G approach to health technologies such as the
gamified wearable, it has to be taken into account that
more primary needs from Maslow’s (1970) pyramid
of needs have been found to motivate seniors to use
health technologies (Thielke et al., 2012).
2.5 Expectations
There is a need for health technologies to prevent
health issues and provide independence for seniors.
Researchers foresee great potential in the use of
health technologies to shift the health care model
towards a more preventative form. The gamified
wearable can be a feasible and persuasive health
technology. It has the potential to motivate seniors to
perform physical activity, motivate seniors to eat
healthy and decrease stress levels in seniors. The uses
and gratification theory (Katz et al.,1973) is used in
this study to understand the use of the gamified
wearable, as it proposes that the needs of users
motivates them to use the gamified wearable. Self-
actualization needs of the U&G theory are extended
in this study with safety needs, love/belonging needs
and esteem needs. While gamified wearables have the
potential to fulfil the safety need for good health and
accomplishment, particularly challenging needs to
fulfil are esteem needs such as independence and
love/belonging needs such as sociability and
friendship.
3 RESEARCH DESIGN
3.1 Participants
For this research a group of 12 seniors (60+) that are
still living at home were interviewed about their
needs that motivate the use of gamified wearables. All
participants live in the Dutch regions of Overijssel
and Gelderland. Participants were recruited using a
convenience-sampling approach. The choice for
autonomous seniors still living at home is made as the
gamified wearable is a health technology that helps
seniors to remain independent. The participants are
divided into two age groups, 60-70 and 70+ and two
gender groups, as female and male participants are
interviewed. Participants of both different age and
gender groups were interviewed until a data
saturation had been acquired, as described by
Marshall, Cardon, Poddar and Fontenot (2013). This
means that after a certain number of participants, a
consensus has been reached and all available data has
been gathered. In the study of Guest, Bunce and
Johnson (2006), it was found that after three
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interviews in each heterogeneous group data
saturation was reached. As four heterogeneous groups
could be formed between age group and gender, 12
participants were interviewed. After 12 interviews it
was concluded that for this study, indeed data
saturation was reached, as no new results surfaced.
3.2 Methods
As this is an explorative study a qualitative method is
used. By using interviews this study explores what the
needs of the target group are that motivate them to use
gamified wearables. A means-end approach: the
laddering technique, as described by Reynolds and
Gutman (1988), is used to identify seniors’ needs.
This method is used because, as described by
Reynolds (1985), rather general classifications fail to
provide an understanding, specifically, of how the
concrete aspects of the product fit into the consumer’s
life. With the laddering method it is possible to
determine the consequences for consumers that
originate from product attributes that eventually
results in disclosing the needs of consumers. The
results are shaped as ‘ladders’, built up from an
attribute level, to a consequences level, ending at the
needs level. This means-end approach “views
consumers as goal-oriented decision-makers, who
choose to perform behaviours that seem most likely
to lead to desired outcomes” (Costa, Dekker and
Jongen, 2007, p. 404.) This form as good fit with the
U&G approach used in this study, which states that
users are aware of their needs and select media to
gratify those needs (Katz et al., 1973). Traditionally,
means-end-chains (MEC’s) are built up to the value
level, but Costa et al. (2007 p.412) concluded in their
overview of means-end theory that it offers “an
improved understanding of which are the relevant
consumer needs and which product attributes deliver
those needs”. This study therefore uses laddering to
find needs, instead of personal values.
Before the interview sessions, participants were
asked to fill in a form of consent to conduct the
interview. The form also emphasized that there were
no wrong or right answers. To provide context on the
lifestyle of participants, the interview started with
general questions about the participants’ lifestyles
regarding health and computer mediated
communication. During the laddering stage of the
interview, a free elicitation method was used. This
means that participants were first asked to freely
identify attributes of the different functions and the
design of the wearable. Then they were asked what
the consequences of these attributes were for them
and why they identified these consequences. As an
integral part of the laddering method, during the
interviews, the interviewer kept asking follow up
questions until the need level had been reached or
resistance from the participant to further questions
was encountered. As soft laddering method as
described by Costa et al. (2007) was used, which
means associations between attributes, consequences
and needs were reconstructed subsequently during the
analysis. Interview sessions took between 20 minutes
and 45 minutes to complete. The interviews were
recorded on a mobile phone and took place in the
homes of seniors, or in other locations they preferred
to meet.
3.3 Analysis
The results were analysed by using Atlas.ti. In the
program, the interviews were codified, by clustering
remarks made by the participants under overlapping
codes. For the laddering analysis, remarks made were
codified in groups of attributes, consequences and
needs. After identifying all attributes, consequences
and needs, hierarchical need maps (HNM’s) were
constructed for the functions of the wearable and
design factors. These HNM’s combined the various
‘ladders’ of attributes, consequences and needs.
Following Reynolds and Gutman (1988) a cut-off
point is chosen for the HNM’s to only display the
most informative results. For this study, a cut-off
point of 2 is chosen for the laddering analysis because
of the limited number of participants. This means
only relations are shown if mentioned by at least two
participants. The intention of this study was also the
provide insight in the difference between the two age
groups and genders, but no clear differences could be
identified.
4 RESULTS
4.1 Lifestyle: Health and Technology
During the start of the interview general questions
were asked to provide an overview of the lifestyles of
the participants. Participants of this study were found
to be relatively physically active, with most of them
walking or cycling. Most of the participants
Using Laddering to Understand the Use of Gamified Wearables by Seniors
95
Figure 1: Hierarchical Need Map of Wearable Functions (Cut Off: N=2).
also described themselves as eating relatively healthy.
Participants found living healthy to be important.
Main factors that were of importance for a healthy
lifestyle identified by the participants were physical
activity and a healthy diet.
Participants were also found to be relatively
familiar with the use of computer mediated
communication, with them using it for work, social
purposes, to look up general information, to measure
their exercise or for gaming. It should be noted that
all participants were using computer mediated
communication for at least one purpose.
4.2 Wearable Functions
Part of the interviews focused on the specific
functions of the wearables. Three different functions
of the wearable were discussed during the interviews:
the support of mental health, the support of a healthy
diet and the support of physical activity. The results
of the laddering analysis for the wearable functions
are displayed in a HNM in figure 1. The prevalence
of these relations is indicated by the width of the lines
connecting them.
Attributes of the functions of the wearable that
were identified were the providing of information
about physical health, physical activity, diet and
mental health. Part of the participants expected the
information to be unnecessary and did not want to
receive it. The need found for this consequence is
independence, as participants saw themselves as
being perfectly capable of maintaining their health by
themselves. This was illustrated by one of the
participants saying: “I already walk a lot, so I
wouldn’t know why I would need a thing like that”.
Another participant stated: “no I can do that by
myself, I’ll do that myself”.
Participants did not want to receive information
about their physical health (e.g. blood pressure, heart
rate) because they expected this to have a
consequence of them worrying about the information.
They expected this worrying to have the consequence
of information anxiety, for which the need of peace
of mind was found. The consequence of worrying
about the information was demonstrated by a quote
from one of the participants: “then you will worry
when it's not necessary. For me that would be an
objection to measuring everything exactly”. Another
participant stopped using health technologies because
of this consequence, saying “I was going crazy
because I was constantly occupied with that”.
Other participants expected positive
consequences for the information about diet, physical
activity and mental health. They expected the
information to show useful feedback on stress levels,
their diet and their physical activity. A participant
stated for example: “well, that would give me
information about whether I meet the requirements
for a healthy life”. Participants expected this useful
feedback to help them improve their physical activity
and diet and help them deal with stress. For these
expected consequences the need for good health was
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Figure 2: Hierarchical Need Map for Gamification of the Wearable (Cut Off: N=2).
found. A need found specifically for improving
physical activity is accomplishment.
4.3 Gamification
In figure 2 the consequences and needs of
gamification of the wearable are presented in a HNM.
The prevalence of the relations is again indicated by
the width of the lines connecting the relations. A
positive consequence identified is ‘being able to
compare with others’, which refers to the participants
expecting the gamifications to enable them to share
and compare their health information with others.
They mainly referred to data about their physical
activity when describing this consequence, which was
expected to be challenging them, causing them to
accomplish goals and therefore fulfil their need for
accomplishment. One participant stated that “It’s a
challenge towards each other, you can see how many
steps everyone has taken in a week”. Others saw the
ability to play games on the wearable as an
opportunity for relaxation or enjoyment, for which
the need for peace of mind was found.
4.4 Design Factors and Support
Besides the functions of the gamified wearable, the
interviews also focused on the design and support for
the use of the gamified wearable. The attributes,
consequences and needs can be found in the HNM
displayed in figure 3. Once more the prevalence of the
relations is indicated by the width of the lines.
One of the attributes discussed by participants is
the perceived simple design of the wearable. This
attribute had the consequence of the gamified
wearable being easy in use, which led to an expected
consequence of feeling secure. For this consequence
a need for peace of mind was found. Support in the
use of the gamified wearable is found to have a
consequence of getting explanations/being able to ask
questions, which also had the consequence of feeling
secure, originating from a need for peace of mind.
Participants identified a complicated manual as an
attribute they often encountered when using new
technology, stating that “manuals for new devices are
sometimes badly designed”. This had an expected
consequence of the gamified wearable being difficult
to use, which in turn had an expected consequence of
feeling insecure. It was found that this consequence
undermined the need for peace of mind.
5 DISCUSSION
5.1 U&G Approach and Laddering
Method
In this study a U&G approach is used to understand
the use of gamified wearables by seniors. The premise
of the U&G theory that consumers actively choose
their media use based on their needs offered great
insights in the (limited) use of gamified wearables by
seniors. This line of thinking is supported by the find-
Using Laddering to Understand the Use of Gamified Wearables by Seniors
97
Figure 3: Hierarchical Need Map of the Design Factors and Support of the Gamified Wearable (Cut off: N=2).
ings of other studies that health technologies are
rejected by seniors when they do not fit their needs
(Copelton, 2010; Neven, 2010). This study however
did find the need to extent upon the self-actualization
needs included in the U&G approach, as for health
technologies more primary needs from Maslow’s
(1970) pyramid of needs motivate the use of seniors
(Thielke et al., 2012). Based on the literature review
and results, this study proposes that in order to
understand the use of computer mediated
communication that aims to improve health, such as
health technologies, the including of safety needs and
esteem needs in the U&G approach is necessary.
Seniors were found to be motivated to use the
wearable by 1) the safety need for good health, 2) the
esteem needs for independence and accomplishment
and 3) the self-actualization need for peace of mind.
The need for sociability was expected to be
challenging to fulfil by the gamified wearable, this
need was however not found to be undermined, nor
fulfilled by the gamified wearable. It could be argued
that the gamified wearable is a health technology
aimed at seniors living independently in their own
home, thus not replacing personal health care and
limiting social relations of seniors.
This study uses the laddering technique as
described by Reynolds and Gutman (1988) as its
method. The use of laddering enabled this study to not
only understand the use of gamified wearable by
seniors on a surface level, but to look beyond mere
acceptance and use and offer qualitative insights in
the cognitive structures of seniors regarding the use
of this health technology.
5.2 Lifestyle of Participants
The participants interviewed all had a fairly active
lifestyle, with almost all of them either walking or
cycling regularly. It is important to note this, as the
relatively healthy lifestyle of the participants of this
study could cause them to have other needs than
seniors who are less active.
Participants of this study were also familiar with
computer mediated communication, as all of them
regularly used a type of computer mediated
communication. Only a small minority had used
health technologies before. This familiarity with
computer mediated communication could make
participants feel more at ease in using the gamified
wearable.
5.3 Safety Needs: Good Health
Participants expected the information about their
physical activity, mental health and diet to give them
useful feedback on these health aspects and expected
these attributes to fulfil their need for good health.
The need to be healthy is one of the primary human
needs according to Maslow’s (1970) hierarchy of
needs, as it belongs to the ‘safety needs’, which are
the second needs a human has, only above
physiological needs. However, fulfilling the need for
good health only leads to the use of a health
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98
technology if individuals share the developers
concerns about health (Thielke et al., 2012). That
some participants did not identify the need for good
health to motivate them to use the wearable might
seem contrasting to the hierarchy of needs that states
that the primary needs first have to be fulfilled before
individuals can focus on other needs. However, these
participants might already feel secure in their health,
which causes them to try to fulfil needs higher up the
pyramid of needs, such as the esteem needs and self-
actualization needs described later in this discussion.
It can be concluded that the group of participants that
identified the need for health as motivating to use the
gamified wearable shared concerns about their health
and expected the information about their physical
activity, diet and mental health to fulfil this need.
5.4 Esteem Needs: Accomplishment
and Independence
The need for accomplishment, described as an esteem
need by Maslow (1970) in his hierarchy of needs, was
found when discussing the attribute ‘information
about physical activity’. It can be argued that being
physically active is something seniors are proud of
and through the use of a wearable, can show to others.
It can also be hypothesized that being physically
active is more important for the esteem of seniors than
dealing with stress or eating healthy. Recent studies
still support the notion that people strive for
accomplishment. For example, Crocker and Park
(2004) argue that in domains in which their self-worth
is invested, people adopt the goal to validate their
abilities and qualities, and hence their self-worth.
This study supports this conclusion and shows that,
when provided with information about physical
activity, seniors see this as a way to validate their
abilities and qualities and to help fulfil their need for
accomplishment.
This study found that gamification can also help
to fulfil the need for accomplishment. Participants
expected games to give them the opportunity to
compare their physical activity with others and
challenge them, which they expected to provide them
with a sense of accomplishment. Participants also
expected playing games to be relaxing and to provide
enjoyment, satisfying their need for peace of mind.
The fulfilment of these needs by games is in line with
the motivating strategies composed by Cugelman
(2013), who proposed that in order for gamification
to work and provide a health intervention, social
connectivity and the comparing of progress have to
be present. This study finds that the gamification of
wearables can be very useful in fulfilling the need for
accomplishment of seniors, as it gives opportunities
to set goals and compare oneself with others. It is
found that, in line with previous studies such as that
of Spil et al (2017) and Zhao et al. (2016, a)
gamification provides a useful addition to wearables,
providing the ability to satisfy the needs for
accomplishment and peace of mind.
However, not all participants saw the gamified
wearable as a way to satisfy their esteem needs..
Some participants viewed the information from the
wearable as unnecessary and seemed to have a strong
desire to remain independent of technology to live
healthy. This need for independence is classified as
one of the esteem needs by Maslow (1970). The need
for independence in seniors is prevalent in literature.
Thielke et al. (2012) described the fact that that health
technologies may undermine esteem needs by
limiting independence as a ‘particular challenge’.
Neven (2010) found that the developers of health-
enhancing robots expected their users to want and be
in need of help, but the older adults they surveyed
strongly rejected this position, defining themselves as
capable and independent, and finding the robots
“obviously not for me”. Similarly, elderly with
diminished health expressed that monitoring
technologies would be useful for “the person who
absolutely needs it”, but not for themselves (Mann et
al., 20012002).
The gamified wearable is a technology to prevent
mental and physical issues instead of a tool curing
these problems. It can be argued that such preventive
health technologies are not seen as an absolute
necessity to be healthy by seniors. So, as long as
seniors still think they are able to live healthy without
assistance, they prefer to get the feeling of being
independent that comes with it, instead of feeling
reliant on technology. To this group of seniors, the
gamified wearable fails to convince them they can
remain independent longer by using it and does not
adequately address their needs. It can be concluded
that for them, information about their physical
activity, diet and mental health undermines their need
for independence.
5.5 Self Actualization Needs: Peace of
Mind
The attribute of providing information about physical
health (i.e. blood pressure, heart beat) was expected
by participants to make them worry about the
information as a consequence. For example, they
expected it to lead to them worrying about their
slightly high blood pressure. The need that was
undermined by this consequence is the self-
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99
actualization need for peace of mind. This
phenomenon of information leading to worrying is
adequately described as information anxiety by
Bawden and Robinson (2009). This is a new finding,
as information anxiety regarding the use of health
technologies is not discussed in relevant literature.
Besides the content of the information, the frequency
also has the potential to lead to anxiety: instead of
going to the doctor once a year, the participants
expected to get daily worrying information about
their health status. This could lead to information
anxiety through information overload. Bawden and
Robinson (2009) state that “the feeling of overload is
usually associated with a loss of control over the
situation, and sometimes with feelings of being
overwhelmed. In the extreme, it can lead to damage
to health” (p.183). It was found by Given, Ruecker,
Simpson, Sadler and Ruskin (2007) that anxiety and
stress caused by information overload can be
particularly strong in seniors. In this study it was
found that the anxiety from the gamified wearable is
caused by both the potentially worrying nature of the
information as well as the frequency which was
expected by participants to be very high. It can be
concluded that information about physical health,
contrary to other forms of information, undermined
the need for peace of mind.
Other attributes that are of importance in fulfilling
the need for peace of mind were found to be the
design attributes of the gamified wearable, the
support participants received from the manual and
from others in the use of the gamified wearable. The
attribute participants identified in the design of the
wearable was that it had a simple design, meaning
few buttons and other seemingly difficult design
functions. Marschollek et al. (2007, p.258) found that
“The user interface should be intuitive, easy to use,
and adaptable to individual preferences”. This study
shows that a simple design can help fulfil the need for
peace of mind when using the wearable. Besides the
design, participants expected support from others to
enable them to ask questions and understand the
technology better, leading to more security in using
the technology and peace of mind. The findings in
this study are in line with the hypothesis of Phang et
al. (2006, p.6) that “as senior citizens may be
relatively unfamiliar with computers, they may value
support available from surrounding people to solve
the problems that they face in their effort to use
computers”. Furthermore, participants expected the
gamified wearable to have a complicated manual, as
according to them this is often the case when they try
to use new technology. The need for a simple manual
is in line with findings in literature: Kobayashi et al.
(2011, p.95) found that when working with mobile
touchscreens, the elderly participants “were often
confused due to unclear instructions”.
It can be concluded that in order to provide
security in the use of the wearable and to fulfil the
need for peace of mind, seniors need to receive
sufficient support from the manual and from others.
Besides, the design of the gamified wearable needs to
be easy in use, without many more complicated
features.
5.6 Working towards a User Centric
Design
It has been found that several needs of seniors are not
met by the gamified wearable, which, following the
U&G approach (Katz et al., 1973), explains the
limited use of wearables by seniors. This is
problematic, as there is much pressure on the current
healthcare model and health technologies such as the
gamified wearable have the potential to play a role in
the transition to a more preventative healthcare
model. To fulfil the aim of helping seniors live
independently in their own home, this study proposes
several adjustments to its design. The argument that
adjustments are needed to make the design of
gamified wearables more user-centric is strongly
supported by Thielke et al. (2012, p.485), who state
that “many technologies which intend to improve
quality of life, health, and independence may not
address the specific needs which are directly relevant
for individuals”. Besides, “researchers and
developers should remember at all times that users are
at the centre and that technology should be built for
them” (Augusto, 2009, p.12).
While the needs for good health, accomplishment
and peace of mind (by gamification) motivated
participants to use the gamified wearable, the need for
independence and the need for peace of mind (by
information about physical health) are undermined.
This study argues that the undermining of esteem
needs and the need for peace of mind are critical
barriers for the use of the gamified wearable,
following Thielke et al. (2012, p.483), who argue that
“people will not engage consistently in behaviors
which do not satisfy the specific needs which apply
to them at a particular time”.
To overcome the barrier of undermining the need
for peace of mind, several recommendations can be
done. Firstly, peace of mind is expected to be
undermined by seniors because they expect
information about their physical health to give them
information anxiety. This anxiety can be (partly)
removed by designing the gamified wearable in a
ICT4AWE 2019 - 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health
100
highly adjustable way, allowing seniors to
specifically select the nature and frequency of
information, as well as the way they are notified of
this information. This way, the wearable can fulfil
health needs in specific health areas where seniors
desire assistance, without overloading them with
information or causing information anxiety. Besides
altering the functions of the gamified wearable, a
simple design, support from others and support from
a comprehensive manual can provide security in the
use of the wearable and help fulfil the need for peace
of mind.
Removing the barrier of undermining the need for
independence is far more challenging, because the
very nature of the gamified wearable is to assist
seniors in tasks they are still able to do independently.
However, if the message is conveyed properly that
health technologies such as the gamified wearable can
help seniors live independently in their own homes
with a good quality of life, use can increase. If seniors
accept that the gamified wearable may diminish their
need for independence on a short term, but can help
fulfil it in the long term, this barrier can be overcome.
6 CONCLUSIONS
The U&G method in combination with laddering
proofed to be very valuable in conducting this study.
This study aimed to find the needs that motivate
seniors to use a gamified wearable. Three fulfilled
needs were found: 1) Good health from information
about diet, physical activity and mental health 2)
accomplishment from gamification and 3) peace of
mind from gamification, simple design and support.
Two undermined needs were found: 1) independence,
from information about diet, physical activity and
mental health and 2) peace of mind from information
about physical health. To realize and overcome the
undermined needs, gamified wearables have to be
developed in close harmony with the elderly users as
laid out in the discussion.
7 LIMITATIONS AND
RECOMMENDATIONS
This study calls, following Augusto (2009), for a
more user-centric design of gamified wearables. It
proposes to design the wearable in a more adjustable
way, so users can choose the nature and frequency of
the health information they receive to fulfil their
individual needs. Besides, the design of the gamified
wearable should be simple and support should be
given by others and by a comprehensive manual. This
can increase the sense of security in use and help fulfil
the need for peace of mind.. In order to fulfil the need
for independency, while challenging, new ways
should be found to convey that gamified wearables
can provide independency on the long term, by
preventing health issues. It can be concluded that
while the gamified wearable has the potential to assist
seniors in living independently in their own homes
with a good quality of life, changes in the design are
required to fit the needs of seniors.
This study its main limitation is one often found
with the use of a laddering method: it sometimes
resulted in resistance in the participants. Another
limitation is the validation of the results. While
previous studies found in literature confirm and
explain the needs found in this study, these studies
were done in different contexts and concerned
different health technologies. More studies regarding
the use of gamified wearables by seniors are therefore
necessary, both in a qualitative and quantitative form.
Besides, specific research is needed on the
gamification aspect and the needs of seniors. It is
needed to test different gaming elements and
interview seniors about their opinions. Furthermore,
research is needed on the relation between health
information and information anxiety in seniors, as
this was found to lead to one of the main barriers for
the use of the gamified wearable: the undermining of
peace of mind. Further research is also needed on the
need for independence in seniors, as this seems one
of the most challenging barriers for the use of health
technologies. In depth qualitative research is needed
on how to convey to seniors that the gamified
wearable and other health technologies can assist
them in their independence in the long term, instead
of just diminishing their independence in the short
term.
Lastly, this study proposes more research on the
further possibilities of the gamified wearable, as the
combination of information and gamifications offers
many opportunities. The needs fulfilled or
undermined by a gamified wearable that supports
medicine intake or is used to quit smoking are
examples of areas where research is needed.
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