
System Usability Scale) (Brooke, 1995; Gronier,
2021), consisting of 10 questions assessing interface
usability using a 5-points Likert scale, with the value
1 refering to “Strongly disagree” and 5 to “Strongly
agree”. The scale gives a usability score from 0 to
100, reflecting the user-friendliness of the system.
Researchers generally consider an SUS score between
70 and 100 to be an acceptable range. Below this
score, the interface is considered marginally accept-
able for the target population (Bangor, 2008).
The second scale proposed was the NASA-TLX
(Hart, 1988; Maincent, 2001), aimed at assessing sub-
jective workload after a physical or cognitive activity
on six dimensions evaluated by different subscales.
These subscales require rating feelings from 1 to 20
for Mental demand, Physical demand, Time demand,
Performance, Effort, and Frustration. The last mea-
surement realized was the SIMS (Situational Intrinsic
Motivation Scale) (Guay, 2000) to assess participants’
motivation for the tasks. More specifically, the SIMS
assesses whether a session was perceived as stimu-
lating, interesting, and personally rewarding through
four subscales, and involves answering questions us-
ing a Likert scale. While the SIMS is usually adminis-
tered on a 7-points scale, we used a 8-points one (with
1 for “Strongly disagree” and 8 for “Strongly agree”).
This prevents participants to refer to a cut-off value.
The first subscale, Intrinsic motivation, assesses
autonomous motivation. The second one, Internal
Regulation, assesses motivation driven by personal
values, beliefs, or goals. External regulation mea-
sures motivation influenced by external rewards. Fi-
nally, the Amotivation subscale evaluates overall lack
of motivation.
Four extra questions followed the survey, address-
ing post-session feelings. These included an open
question about participants’ post-study emotions and
three questions about their experience with the table.
Using a 10-points scale, where 1 meant ”really bad”
and 10 ”very good”, participants were asked to rate
the interface quality, touchscreen suitability for their
condition, and their ability to use it independently.
4 RESULTS
4.1 Baseline Characteristics
We collected psychological health data using the
MMSE and mini-GDS. Regarding the MMSE, the re-
sults indicated that 55.81% participants had a score
suggesting the absence of cognitive disorder (27-30),
30.23% presented a mild score (24-26) presenting
normal cognition with some points of vigilance, and
13.95% had a score between 18 and 23 with sus-
pected mild cognitive impairment (Derouesne, 1999).
In terms of psychiatric disorders, 23.25% of partici-
pants presented suggestive signs of depression (mini-
GDS score > 0) (Cl
´
ement, 1997). Regarding digi-
tal habits, participants evaluated their skills at a mean
level of 6.49 after reporting their response on a scale
from 1 to 10, and primarily engaged in basic activi-
ties like communication, research, and information-
seeking. In addition, 23.25% participants declared
playing regularly video games. Concerning the fre-
quency of use of digital tools, most people (86.05%)
reported using a numerical device on a daily basis.
Apart from that, 4.65% individuals mentioned weekly
use, and 2.33% used them monthly. Finally, it seems
worth mentioning that 11.63% have worked in infor-
mation technologies during their careers.
The results in this section are computed from data
from all participants for the sake of inclusiveness of
H
ˆ
osea, and account for variations in physical, cogni-
tive, and psychiatric abilities within the aging popula-
tion intended for using the touch table.
4.2 Usability Study
According to F-SUS, the mean usability score was
91.33/100, suggesting a high acceptability of the ta-
ble (Bangor, 2008). Based on the 10 SUS questions,
8 of them presented a standard deviation of less than
1.00, indicating homogeneous evaluations. The ques-
tion with a higher standard deviation concerned sup-
port in use (mean = 1.98; SD = 1.42) suggesting the
need of a supervisor. We also assessed the subjec-
tive workload of users after using the table. Figure
7 presents the average perceived demand of our par-
ticipants based on the 6 NASA-TLX subscales. Af-
ter scaling to 100 the results of each subscale inde-
pendently, Mental demand on the touch table seems
moderate, with a mean height of 64.77 (SD = 20.79).
The mean levels of Physical (M = 22.44, SD = 18.69)
and Temporal demands (M= 29.42,SD = 23.56) dur-
ing the execution of activities were reported as low
by participants. Moreover, the Effort required was
moderate with a mean score of 52.44 (SD = 27.50).
Participants also reported high auto-evaluated Perfor-
mance on the proposed tasks with a mean score of
78.49 (SD = 12.84), but manifested a strong level of
Frustration during the tabletop sessions, with a mean
score of 86.51 (SD = 9.03). Finally, the mean scores
obtained at the SIMS subscales are depicted in Figure
8. The mean score of 7.26 (SD = 1.19) on Intrinsic
motivation suggests a relatively good motivation dur-
ing the sessions. The score on Internal regulation was
also high, with an average score of 6.85 (SD = 1.53).
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