Redesign and New Evaluation of a Pervasive Game for Older Adults
Alberto Urquía
1
, Jesús Gallardo
2a
, Raquel Lacuesta
2b
, Joan-Josep Ordóñez-Bonet
3c
and Silvia Ramis-Guarinos
3d
1
University of Zaragoza, Zaragoza, Spain
2
Department of Computing and Systems Engineering, Aragon Institute for Engineering Research (I3A),
University of Zaragoza, Teruel, Spain
3
Department of Mathematics and Computing, University of Illes Balears, Palma, Spain
Keywords: Pervasive Games, Older Adults, User Experience, Accessibility.
Abstract: Older adults are a growing segment of the population. Many aspects of technology could help this sector
improve different facets of their daily lives. One such aspect is video games, something with which older
adults are becoming increasingly familiar. Within video games, a field that has grown a lot in recent years is
that of pervasive games, those that break some of the classic spatial, temporal or social limits that classic
video games have. Following this trend, we developed a pervasive mobile game designed for older adults
inspired by Pokémon Go that consisted of players having to move through a physical space to locate real
objects that would allow them to unlock memories that were stored in an album. The game had a lot of room
for improvement in terms of its visual aspect, and to improve it a redesign and evaluation has been carried
out, resulting in a new interface for the application, along with a series of modifications to the game mechanics
and introduction of additional ones that allow branching the game experience towards different profiles and
needs. In addition, the problems related to its accessibility and usability have been addressed through a series
of considerations that can be extrapolated to the design of applications for older adults.
1 INTRODUCTION
We are presently witnessing a rise in the demographic
segment often referred to as older adults, which
includes individuals aged 65 and above. Recognizing
the importance of taking advantage of their learning
capabilities, it becomes crucial to involve them in
initiatives that foster their personal development
(Morillas and Martínez, 2013). In Spain, computer
games dominate the landscape of digital
entertainment, constituting over half of total time
spent in leisure activities. It's noteworthy that
computer games are no longer restricted to children
and young adults; they are now used by various age
groups. This shift is attributed, in part, to the rise of
the so-called serious games, which are used for
purposes beyond mere entertainment, such as
socialization and education.
a
https://orcid.org/0000-0001-9895-0837
b
https://orcid.org/0000-0002-4773-4904
c
https://orcid.org/0009-0002-7536-1874
d
https://orcid.org/0000-0002-1039-4387
The Spanish Association of Video Games (AEVI)
reports that 47% of the global revenue from computer
games is generated by mobile games, showing a
significant annual growth rate (12.8% more than in
2017) (AEVI, 2019). This trend shows the reality that
smartphones have become the primary platform for
engaging in computer games.
Additionally, involving older adults in
Information and Communication Technologies is
crucial for bridging the digital divide, which can
otherwise lead to exclusion and dependency for those
not integrated into the information society. Once
again, computer games play a crucial role. A study
(Allaire et al., 2013) involving 140 participants with
an average age of 77.5 years revealed that those who
played computer games regularly or occasionally
exhibited better socio-emotional outcomes than those
who had never engaged in such games.
114
Urquía, A., Gallardo, J., Lacuesta, R., Ordóñez-Bonet, J.-J. and Ramis-Guarinos, S.
Redesign and New Evaluation of a Pervasive Game for Older Adults.
DOI: 10.5220/0013426700003938
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 11th International Conference on Information and Communication Technologies for Ageing Well and e-Health (ICT4AWE 2025), pages 114-125
ISBN: 978-989-758-743-6; ISSN: 2184-4984
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
When developing software tailored for older
adults, including computer games, specific
requirements must be considered. Given that older
adults are now entering the field of computer games,
finding appropriate motivation for their participation
is essential. Adopting a user-centered approach in the
design and implementation of the game proves to be
an effective strategy.
The evolution of computer games aligns with
technological advancements throughout history. In
recent years, a new paradigm, pervasive games, has
emerged. Pervasive games (Montola, 2005) transcend
traditional boundaries in terms of spatial, temporal,
and social dimensions. Popularized by games like
Pokémon Go, these experiences use novel
technologies such as virtual/augmented reality or
geolocation, extending gameplay beyond the confines
of traditional computer games.
Taking the aforementioned into account, we have
carried out the redesign and a new evaluation for the
game EncuentraTe. This is a pervasive game for its
use in mobile phones whose initial idea and previous
studies were carried out by the AffectiveLab research
team at Teruel. The initial design used augmented
reality to display different historical and cultural
memories, both local and national, appealing to the
interest of older adults, when walking throughout a
physical space and finding some physical objects. Its
users are the people staying at a residential complex
in the city of Teruel, Spain. The development of the
game was supervised by the therapists of the
complex, and older adults themselves participated in
the development of the game.
Specifically, the goal of this work is the redesign
and evaluation of the mobile application
aforementioned, resulting in a new interface for the
application, along with a series of modifications in the
game mechanics and the introduction of additional
ones that allow branching the game experience
towards different profiles and needs. In addition, the
problems related to accessibility and usability are
addressed through a series of considerations that can
be extrapolated to the design of applications for older
adults.
The first step in our work is a study that makes use
of several techniques for the analysis of the game in
order to its further redesign. One of the tools used is
the Microsoft Inclusive Design Toolkit, which has
been analyzed and adapted for use in this context.
Different activities of the toolkit have been used to
understand the problem, draw conclusions, devise
and adapt the final design.
Also, surveys and interviews with the players
themselves have been conducted to study in depth
their behavior, their relationship with the application
and the various issues that arise in the initial design.
Other interviews with workers of this sector, such as
therapists and administrative staff, shed light on their
experiences, exercises and rehabilitation activities
that are exercised to achieve the well-being of the
residents.
Heuristics have also been adapted from existing
ones (Desurvire and Wiberg, 2009; Pinelle et al.,
2008) to be useful for the current working context.
These series of points to be reviewed allows to
identify the problems to be solved in the redesign
phase.
After all this step of analysis, the redesign itself
has been carried out. The construction of the
prototype is essential to test how users react to the
final interface and to resolve certain details of the
interface that don't quite work. Then, an attempt was
made to adapt the design to as many users as possible,
taking into account physical, cognitive, sensory, etc.
limitations they may have. This way, it is possible to
achieve greater accessibility and avoid the exclusion
of certain users.
Finally, a survey similar to the one initially
provided has been carried out to the users who have
tested the new design, in order to compare both and
extract the degree of improvement with respect to key
aspects and new functionalities. After this analysis, a
series of conclusions of the project are listed,
including different observations and final
considerations, the difficulties encountered
throughout the development, possible avenues for
future work and a brief personal assessment.
2 COMPUTER GAMES
ORIENTED TOWARDS OLDER
ADULTS
In recent years, there has been a notable rise in game
development designed for older adults, accompanied
by valuable findings guiding the creation of video
games for adults. Several noteworthy studies in this
field will be outlined below. In (Cota et al., 2015),
researchers inquired into factors influencing the
engagement of older adults in mobile games. Their
approach involved constructing a game catalogue to
identify preferred genres among the target population.
Subsequently, a game named "Traveling the World"
was developed, featuring various mini-games aligned
with the genre preferences that were identified.
Through this effort, the researchers detailed some
motivating elements for older adults, such as the fact
Redesign and New Evaluation of a Pervasive Game for Older Adults
115
that when players interact with the game, there should
be a clear result. Also, the game should get a bit
harder over time, and the rules should be simple. It
was also noticed that information about why playing
is beneficial is essential, and the game should be easy
to see and use, with clear images and good color
contrast.
Another interesting example is detailed in (Mubin
et al., 2008). This mobile game combines a traditional
card-matching game with the quest for specific
physical locations, thus implying a pervasive aspect.
Called "Walk2Win," this collaborative game,
following evaluation, led to recommendations such as
maximizing audience reach, minimizing rules,
incorporating elements from familiar games,
eliminating gender distinctions, and allowing for
customizable environments.
Another kind of game encourages older people to
do exercises using devices like Microsoft Kinect.
This could be for rehabilitation or just staying active.
An example is in (Gerling et al., 2011), where the
authors used Nintendo Wii to create
"SilverPromenade", a game which simulates virtual
walks with accompanying mini-games. Insights
drawn from this experience emphasized the
importance of carefully exploring the capabilities of
the target audience, choosing metaphors that lead to
easy game entry, and designing games to
accommodate a diverse range of players and
situations.
Finally, another activity for adults, which shares
some aspects with the game we have redesigned,
involves the use of virtual or augmented reality with
the goal of stimulating players' memory, as seen in the
Virtual Maze Task (Cárdenas-Delgado et al., 2017).
While not explicitly presented as a game by its
authors, this activity incorporates gamification
elements, requiring users to learn routes in a maze.
The study conducted by the authors explored the
differences in satisfaction, interaction, and other
aspects between an immersive approach and physical
activity.
3 EncuentraTe: A PERVASIVE
GAME FOR OLDER ADULTS
In this section we will put into context the game
EncuentraTe (Pérez et al., 2021), which is the
augmented reality-based pervasive game that has
been redesigned in this work. We will detail aspects
of the analysis, design and implementation of the
game.
The goal of the project was to develop a pervasive
game to enhance the quality of life for older adults by
keeping them active, mentally engaged, and socially
connected. The game was designed collaboratively
with the input of residents, staff, and the development
team of a senior residential complex. The design
process involved a user-centered approach, including
meetings and observations.
In a first meeting of the analysis phase, staff and
developers conceptualized a game where players
locate elements in the complex to unlock memories
stored in an album, using augmented reality. With the
term “memory” we are referring to the description of
a an old song or movie, a famous person, a legend
from long ago, etc. The second meeting was a focus
group involving residents. There, the approach was
validated and categories for memories were defined.
Observations revealed diverse resident profiles,
requiring adaptations to meet varying needs.
The game was developed for Android using the
Unity engine, with Google Firebase for backend
support and Vuforia for augmented reality. The user
interface is tailored for older adults, featuring large,
clear buttons, simple fonts, and minimal navigation
complexity. The gameplay involves locating specific
images in the real world, which, when focused on
through the device's camera, display virtual buttons.
Tapping these buttons unlocks memories categorized
into themes (e.g., culture, sports) and provides
multimedia content (images, videos, texts, etc.).
Players receive encouragement and medals for
progress, with the option to view unlocked memories
in an album or compare scores via a ranking system.
The visual design mimics an old album with paper
and leather textures, offering a traditional aesthetic
aligned with the app's theme of memories. A fully
functional version of the application was obtained,
which was tested with older adults, obtaining
valuable feedback for its subsequent improvement.
4 ANALYSIS STAGE
In this section of the paper we will explain the
different activities that have been carried out to
perform the analysis prior to the redesign of the
application.
4.1 Context Analysis
Firstly, the sequence of use that a player follows has
been detailed. This has been achieved dividing in key
tasks the different screens and actions that must be
followed to perform the registration, the main game
ICT4AWE 2025 - 11th International Conference on Information and Communication Technologies for Ageing Well and e-Health
116
mechanics and the complementary elements such as
ranking and collectibles. An example of this can be
seen in Figure 1. It has been necessary to make
explicit the information displayed on each screen in
order to, subsequently, correctly analyze and
understand the stimuli perceived by the user, while
listing them sequentially.
Figure 1: Analysis of the sequence of use of the registration
task.
Next, an investigation has been carried out on the
applications that are focused on older adults and that
allow them to adapt the functionalities of their phone
to their needs, provide them with entertainment, a real
benefit or an improvement in their daily life. They
have been classified into different sections:
adaptation of the mobile device, health, entertainment
and mental exercise, intergenerational connection,
Augmented Reality and AR aimed exclusively at
seniors.
4.2 Inclusive Design
Once the context in which this game experience is
framed has been studied, it is necessary to find the key
aspects to take into account to focus on the player and
the accessibility of the application, for which we have
based on the Inclusive design framework by
Microsoft.
There is a wide spectrum in terms of the degree of
limitation experienced by users of the range of age
that qualifies them as older adults. As for the context
of use of the game we are dealing with -a residential
complex-, it will be a controlled space most of the
time, whose environmental conditions can be
regulated to provide an optimal context for play: good
lighting, ample space, low noise, etc. In any case, a
design focused on the physical limitations of its users
will allow the experience to be adapted to other less
favorable environmental contexts.
Having listed the physical and cultural limitations
suffered by these users, as well as the benefits that this
technology can bring them, which should be pursued
with this design, it is necessary to analyze the
activities and dynamics proposed by this toolkit. First
of all, a description of each one of them and how they
would fit within our interests has been made, to later
choose the most relevant ones to be applied. As a
result of this study, four activities have been chosen
from among those proposed by the toolkit and have
been rethought for their adaptation to the design for
older adults.
Specifically, the activities chosen are the
following:
1. Trust in technology. It is necessary to identify
what actions they would not trust a machine to
perform, focusing on whether they see themselves
capable of transmitting the command or that the
program is capable of executing it correctly. It is
necessary to know to what extent older adults are
willing to give leisure time to a new device and how
they react to the commands or suggestions it throws
at them.
2. Network of people. This activity deals with
knowledge about the design challenges in the
personal ecosystem of an elder. This should list the
interactions between these people during the game
and how they relate to each other. It is important that
the game experience is not solitary and that it allows
them to interact both socially and to encourage
curiosity and learning.
3. Disagreement with the solution. Here, the
activity proposes to list specific problems associated
with one or more elders to improve and adapt their
experience in the application and then note and
discuss possible solutions to them. From the problems
that will be encountered first hand and through the
experience of the players themselves, it is possible to
collect ideas or functions that solve and enhance the
satisfaction produced by the game.
4. Situational adaptation. The idea here is to look
for other contexts and constraints encountered by
older adults and compare the experience they would
have using the designed application. Subsequently,
this will continue by adapting and redesigning the
interactions with these cases in mind.
4.3 Design Principles for Older Adults
From the study of the context and the design process
behind these user-centered experiences, different
specific characteristics have been crossed from an
analysis between different applications and video
games aimed at an older audience. The goal is to
extract a series of common principles that, when
applied during the design of an application targeting
this type of users, will improve and facilitate their
introduction and understanding of both the medium
Redesign and New Evaluation of a Pervasive Game for Older Adults
117
and the interaction with the mobile device.
Exemplified through their inclusion and design
philosophy in different specific titles, added to other
information gathered from previous studies, they
have been divided among the different sections that
make up the gaming experience. These categories and
some of the points defined in each category are listed
below.
a. General attributes.
- Simple.
- Accessible.
- Guided.
- It provides a benefit.
- Progress can be made mechanically (not
introducing new complex mechanics).
- It does not depend on quick reflexes or
coordination of actions.
- Clear, simple and concise idea or premise.
b. In-game development.
- The same basic mechanics with which the
tutorial is made are maintained.
- Difficulty can be increased by increasing the
number of elements on the screen or the number of
similar actions to be performed, but the learning curve
should be very gentle.
c. Game mechanics
- Few and intuitive controls. On the case of
mobile devices: one or two movements (swipe finger
on screen, tilt via gyroscope, search via camera)
instead of simulating physical buttons on the screen.
- Do not overlap different gestures to control
the game. If you choose to use swiping, you would
only need to use this gesture in the 4 directions
throughout the game. The same would be true if you
choose to tilt the device.
d. Menu
- Immediacy to start playing. Avoid
registrations and data entry as much as possible, make
it easy to enter as a guest or without a profile.
- Clearly highlight the main option "Play" or
start the game directly when it is opened for the first
time.
e. Interface
- Properly distinguish each section of the
application to avoid mistakes.
- Use as few simultaneous lines of text as
possible, divide the text into simple sentences that the
user can move forward and accompany them with
voice narration.
4.4 Use Analysis
Once the design process to be followed has been
defined, it is necessary to study the players and their
needs based on their relationships and interaction
with both the application and their environment,
discovering the key aspects to be taken into account
in the redesign. This step has implied: (i) carrying out
surveys and interviews, (ii) the study of therapeutic
and learning activities, (iii) the activity about
confidence in technology proposed by the Inclusive
toolkit, and (iv) the network of people, also from the
toolkit. All these activities will be explained in the
following subsections.
4.4.1 Survey and Interviews
Based on a series of surveys already submitted after
the first experience in the context of the residential
complex, another one of similar format was designed
with the objective of evaluating and finding different
functionality problems in the current interface of the
application.
When examining the results, some problems were
clearly identified: problems in the registration section,
some functions that were not clear, or that lack interest
for the players. There were also some problems with
the visual section and the visualization and interaction
with some buttons. Similarly, it was identified some
confusion when it came to easily identify the icons
with the section of the application they represent. The
first attempt often leads to error, having to discard the
other options to reach the desired section.
These observations were relevant in order to raise
the questions and experiences that we were interested
in unraveling in the interview with the players and
therapists to make a correct evaluation of the
application, delving more deeply into the conflictive
points to be corrected and the positive points to be
strengthened.
In the management and preparation of the game by
the workers, the following considerations stand out:
- Each image to be captured is printed twice. There
are two variants of this game: one is assisted (those
who use wheelchairs and have physical limitations),
where the photos are projected in a room, and the
second is for players with greater autonomy, for whom
the photos are placed in a corridor where they usually
walk, in elevators, halls and multipurpose rooms.
- In order to incentivize the game and encourage
older adults to try it, meetings are held with the self-
employed, explaining that it is an experience created
for them and urging them to investigate it.
Some of the most important points commented by
players regarding their experience with the game and
the use of new technology:
- Overall, it is fun and entertaining. It is very
stimulating to discuss with other players the different
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memories and where to find them, although they have
difficulty retrieving them and finding where they are
stored.
- When starting to play and during most of the
games, they have to turn to one of the therapists to
solve their doubts (login, screen blocking, exiting a
section they have accessed unintentionally, etc.).
They also often ask each other many of these
difficulties.
Finally, some of the usability issues encountered
by seniors during their gaming sessions are as
follows:
- During registration, problems with the email, as
it does not remember it when the user logs out. This,
added to the lack of password confirmation, leads to
the creation of new profiles by mistake. In addition,
the use of English terms (login, password) confuses
them.
- The photos do not correspond to the memories,
which generates confusion for them, although it is
really designed that way, playing with the surprise
factor, but the result is not satisfactory. The first one
could be directly related.
By cross-referencing the results between surveys
and interviews, it is possible to determine the causes
of some of these drawbacks. For instance, although
the application remembers the account and the player
can enter without having to log in, having to change
device at each game session forces the player to have
to enter it. In addition, it is not possible to log out of
the account created within the app. This forces
players to have to create new accounts.
Due to the problem with registrations, loss of
accounts and other access-related problems, the
ranking is completely unusable. In addition, the
interest of players is more in collaboration than in
competition, so this method does not result in
incentive or motivation to play.
4.4.2 Therapeutic and Learning Activities
Thanks to the collaboration of occupational therapists
of a nursing home, we have investigated some of the
adapted activities that they present to their residents
with therapeutic and rehabilitation objectives. Some
of them are aligned with the interests and needs that
the developed application tries to cover. Listed below
are some of these dynamics and how it would be
possible to adapt the design to offer a useful tool, in
addition to the segment of users present in each of
them:
- Reminiscence: Activity aimed at cognitively
impaired older adults with Alzheimer, dementia or
other cognitive impairment. It consists of evoking
memories or personal experiences of the person from
different objects (photographs, trophies, perfume,
toys) that represent their personal tastes or relevant
anecdotes with which they have an emotional
connection. This activity relates to the basics of the
play experience, i.e., finding photographs of their
environment and history with which they may be
familiar, evoking a memory or experience. For the
purpose of including the conversational part of the
activity, the inclusion of being able to leave
comments and interactions between players about
what each memory evokes can be a positive exercise
that emotionally connects some of them.
- Montessori method: Initially developed as an
educational method for children, many elder care
centers adapt these activities for use with their
residents who suffer from various physical or mental
limitations. The goal is to give older adults a sense of
success by completing tasks through small steps that
improve their memory and self-esteem. In the
EncuentraTe application, this is related to the
relationship of each of the memories in its category,
distinguished by colors, in addition to teamwork to
carry out a clear task.
- Digital education activities: In these day centers,
various recreational activities, workshops and classes
are held for older adults. One of these workshops
consists of computer workshops, where older adults
are taught the multimedia center offered by a PC and
its recreational possibilities.
- Architecture and space for dementia patients:
The ideal architecture, which presents an innovation
that has already been incorporated by nursing homes
in other countries such as Germany, would be that of
a common, central, circular ramp, where older adults
can wander freely, and are presented with different
plates with stimuli that they can touch, pick up and
play with through the sense of touch and hearing.
4.4.3 Confidence in Technology
In this activity, corresponding to one of the activities
in the Inclusive Toolkit by Microsoft, an older adult,
who owns a personal mobile device, was interviewed.
After identifying the actions that he relegates to
technology in his daily life and listing the
observations and difficulties that arise around this
relationship, it is possible to draw a series of
conclusions in order to overcome this lack of
confidence and incorporate them into the new design.
The conclusions are the following:
- To enhance physicality with gestures, vibrations
and stimuli that bring tactile interaction with their
physical counterparts closer.
Redesign and New Evaluation of a Pervasive Game for Older Adults
119
- To adapt symbols and language that it is
assumed that the user knows (e.g., play, power,
source, e-mail) to something more intuitive. It is
possible to use similes in a context with which they
are familiar.
- To associate the position of the button with its
function rather than the symbol that represents it.
- To introduce a tool with which they can
communicate and have something similar to a
conversation in order to become familiar with a
device or function they are unfamiliar with.
4.4.4 People Network
Following another activity adapted from the Inclusive
Toolkit, the relationships that exist in the game
context and the player's social ecosystem have been
graphically represented. This is shown in Figure 2.
Figure 2: Diagram representing the agents involved and the
relationship between them.
In this ecosystem of interactions between
different individuals, it is possible to observe the
following:
- Willingness to cooperate and develop social
skills with other players.
- To strengthen family relationships through
knowledge of the possibilities of the mobile device as
a recreational and communication tool.
- Exclusion of certain residents who have not been
introduced in the game during sessions or in
conversation topics. Tools should be included to
share the experience, even if they are not directly
playing.
4.5 Heuristic Evaluation
In parallel to the analysis of the use and the user, an
adapted set of heuristics has been developed based on
the heuristics described in the related work section
and the design principles previously compiled. Due to
comprehension problems, each section has been
adapted to the questions asked verbally and in the
questionnaire itself. Then, these experiences and
problems have been transferred to the heuristics to
evaluate the current design of the application, as the
different sections are fulfilled to obtain an optimal,
usable and adaptable design for older players.
The heuristics are divided into several sections,
with their corresponding subsections: gameplay,
emotional immersion and usability and game
mechanics. In each one, it is represented by a color if
it is fulfilled, it can be improved or it is not fulfilled,
accompanied by a comment that highlights the strong
point to enhance or the problematic to correct.
4.6 Conclusions of the Process
After carrying out the full study, following the
methodologies and activities described in the
previous subsections, some of the conclusions drawn
in each of the fields are listed below:
a. In terms of gameplay, game progress,
challenges to overcome and goals to achieve:
- The tasks to be performed are entertaining for
players in the medium-short term, as they are a
stimulating novelty, being the arrangement of the
photographs what determines the difficulty and
variety.
- There are no failure or defeat states, no time or
skill pressure to frustrate players, and the feedback is
always positive (medals, achievements and score).
b. In the field of emotional immersion we find the
following observations:
- The game does not use humor, nor sympathetic
elements with which the player feels in a comfortable,
informal and playful space. Its only contact with these
elements are the memories and the own anecdotes
that the user gets to remember by knowing these
items, appealing to nostalgia, although the interest of
the players is also to be able to access more current
events.
- Audio, text and images are present in these
memories, but perhaps it would be necessary to have
more support in audiovisual content to achieve better
immersion and attention.
c. In the area of usability and the game mechanics
themselves, we conclude the following points:
- The entry barrier is very high for an older adult,
who does not know the necessary steps to enter a
digital application. This, together with the lack of
tutorial and guidance of the player throughout the
course of the game, makes external assistance strictly
necessary both for registration, something that causes
frustration in them and that must be remembered in
each game session, and to start playing. Including an
avatar/pet for users to empathize with and serve as an
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assistant during the game experience could be a
solution for them to become self-sufficient with the
use of the application.
- Once the mechanics have been internalized, the
player may be able to play independently, although
they will continually need the assistance of personnel
external to the game, such as for screens they have
inadvertently entered, remembering the user they
entered with, etc.
d. As final considerations, some of the small
interface details to be modified that would
significantly improve usability would be the
following:
- Correct the consistency with the names. The
medals section is named as badges when getting a
souvenir.
- Correct the consistency with the icons. The
album is represented with different images.
- Correct the consistency with the typography and
its sizes, in addition to using a more legible one for
the titles.
5 REDESIGN STAGE
Taking the conclusions gathered in the study phase as
a basis, it is possible to focus the application redesign
process to solve the problems detected and enhance
its strengths, improving its accessibility and
adaptability, with the aim of defining the concept to
be prototyped. In the following subsections we are
going to detail the phases of the redesign of the
application.
5.1 Ideation
Following the activity "Discordance with the
solution", adapted from the Inclusive Toolkit by
Microsoft, the most important problems or aspects to
be improved and the solution chosen for each one of
them, which has been selected through the generation
of ideas, are listed below.
a. Need for constant assistance from therapists,
both to start playing for the first time or in a session
and during the game.
- Inclusion of an avatar or mascot that the player
empathizes with and "trusts" to guide him/her through
the application and motivate him/her to continue
playing.
b. To promote team play and socialization.
- Creation of clans where collaboration is needed
to unlock certain memories.
- Obtaining medals/achievements by adding up
the progress of several players.
c. Problems with the register, its understanding
and reminder of the accounts.
- Use a physical item that can be scanned.
d. Lack of motivation and knowledge of the
objectives and achievements offered by the game.
- Focus on the progress bar and the amount of
memories that remain to be discovered.
5.2 Assistant
In order to guide, assist and motivate the player to
continue playing and complete their objectives, a
mascot has been created to appear in the game space
and in the different menus. It is the representation of
a photograph (souvenir), which holds a magnifying
glass, which is the characteristic element of the
videogame. The graphical appearance of the assistant
can be seen in Figure 3.
The first time the user enters the application, this
mascot will guide him/her through the tutorial, then
show what his next goal is (capturing memories and
completing categories) and congratulate the player on
each of his progress. It is important to talk to him and
use a colloquial tone with which the player feels
comfortable and empathizes, establishing a link with
the video game itself.
Figure 3: Design of the new assistant mascot.
5.3 Content Structure
Figure 4 shows the entire content of the application
and how the different sections are structured. The
wizard balloon is introduced in the sections where the
player needs some context and additional information
about its function. It is also present in the play area
(real space) contextualized within the Augmented
Reality environment. It is possible for the player to
click on it to get more help when needed. With respect
to the initial design, the team and profile functions
have also been introduced, in addition to the
unification of the medal section and the album
section.
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Figure 4: Structural diagram of the application's content.
5.4 Wireframes
The sequence of use that players must follow to
complete each of the tasks has been defined in a series
of wireframes. Every screen that will be displayed in
the application is represented in a schematic way. An
example of this is shown in Figure 5.
The main tasks that the players will have to
perform and that should be optimized to the
maximum are:
- Profile creation.
- Memory capture.
- Open a memory from the album.
- To be part of a group.
Figure 5. Fragment of the sequence of use of a task.
5.5 Additional Functionality
Next, and as a complement to these tasks described
from the sketches of the screens and interfaces
through which the user will navigate, we list some of
the additional (secondary) functionalities that would
further improve the players' experience, trying to
adapt the game to the different profiles and
conceptualized from sketches. These are:
- Capture of memory fragments. split some
memories into different fragments. Each fragment
can be captured by a different member of the same
group, to increase the collaboration and interaction of
the players outside the game, communicating with
each other to capture the missing memory.
- Collaborative competition. By joining a team in
the same way as they would get a souvenir, they start
sharing the scrapbook. In the social tab it is possible
to see the album of the other teams and who is the
player who has contributed the most within each
team, as well as the completed categories.
- Assisted mode. It is intended to cover the need
for assisted play that is practiced in the residence for
those with mobility limitations. This is achieved by
adapting the game so that the memories appear in AR
(generated by the application itself) in front of the
user without the need to move to scan it, just by
clicking on it.
- Quick access. To avoid the problem of lost
accounts due to forgotten passwords, this system
based on user cards would allow users to quickly
access their progress without having to re-enter their
credentials. This code can be printed in card format.
5.6 Adaption of the Level of Difficulty
The current design of the application allows it to be
adapted to different user segments, either by
modifying the difficulty or by including other
functionalities that serve as digital learning or have a
therapeutic sense. In this sense, we have ordered the
contents aimed at each target through the increase in
complexity and functionalities of the application.
The type of content that is classified in the
application as "Memories" is also important for
targeting different segments of players, as it is
necessary to appeal to their interests to motivate play.
It is possible to tailor this content in different ways:
- Personal and player-adapted reminiscence:
exercises for reminiscence in players with cognitive
limitations and dementia.
- Memories of the locality, events and culture
common to a specific and limited group: This is the
case of the current application, focused on Aragon
and Teruel in particular, with most of the cultural
events that had an impact on past generations.
- Thematic memories focused on other places and
cultures: With an educational objective, the player
can visit and learn about other locations in the country
or other cultures, and can identify specific
experiences if he/she has been in contact with any of
them.
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- Current memories: This is a way of knowing
what is going on around them, news or events that
have happened recently that may capture the interest
of some players who do not have the means or
motivation to keep up to date. This alternative can
reduce their exclusion on certain topics if approached
and explained in the right way, facilitating their
understanding.
6 PROTOTYPE
With the information gathered and the redesigned
structure of the application, we have created the
different screens of the new prototype that the player
would see at the highest level of difficulty, with all
the available functionalities. Screenshots of this
prototype are depicted in Figure 6.
Figure 6. Screenshots of the prototype corresponding to the
memory capture task.
7 EVALUATION
In order to ensure the correct fulfillment of the
proposed objectives for the improvement of the initial
design, different methodologies have been proposed
to evaluate its functionality, user satisfaction and
iterate the prototype design. In this section we are
going to detail them all.
7.1 Situational Adaptation
One of the activities that have been adapted consists
of reviewing the proposed design based on the
supporting drawings of the different limitations of the
users, and what possible problems each individual
may encounter, or if, on the contrary, the experience
is already adapted. The result of this review is
partially shown in Figure 7.
Figure 7. Fragment of the table for adapting the design to
the different limitations.
7.2 User Testing and Design Review
In order to improve some specific details about the
prototype interface, its functionality has been tested
with the following older adults’ profiles by
performing the following tasks: profile creation,
memory capture, opening a memory from the album
and joining a team. The main feedback has been
collected from users over 65 years old. In addition,
other profiles of different ages were also taken into
account in order to find the differences in behavior
derived from the technological knowledge acquired,
as well as to check their correct functionality.
The test has been performed on both mobile and
tablet, with the aim of testing the compatibility of the
interface with the different formats. This has required
an additional screen to display the photos that the
player simulated scanning, in addition to reading
aloud the texts displayed by the game that simulate
the audio track that supports them.
Some elements finally modified taking into
account this information are the following:
With the addition of dialogue balloons to expose
memories, users are confused by the use of the "start
over" and "pause" buttons. The audio accompanies
the text automatically and the user does not have to
press play to start the narration. The "start over"
button returns to the beginning of the text, but may
confuse the player if he/she expects to hear the current
text balloon again. Also, it is only possible to advance
to the next balloon and not go back if not to the
beginning. These confusions are due to the fact that
the uses of these buttons to control playback become
meaningless when the text is presented in this way, so
it would be more convenient for the player to have
buttons to advance and rewind the dialogue balloons,
while the dialogue is automatically narrated. When
incorporating this function, and supporting the sense
of advancement, it would be interesting to incorporate
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a series of supporting images as slides for each block
of text.
Also, in the memory selection menu within a
specific category, users have trouble distinguishing
the photo and, therefore, the memory they wish to
access. It is necessary to place the titles of the
unlocked memories legibly and color-coded
according to the corresponding category, reducing the
number of them on a page. The modification of the
album screen taking this into account is in Figure 8.
Figure 8. Modification of the album screen.
7.3 Final Survey
Although many of the new functionalities included in
the application have their origin in the needs and
requests for improving the game experience
communicated by the players themselves, it is
necessary to evaluate these changes through a second
survey. Similar in format and questions to the initial
survey, a numerical evaluation is requested based on
a score from 1 to 5 of the functions and new elements,
as well as other improved functionalities, in order to
compare the degree to which the new design adapts
and improves the gaming experience of older adults.
In the same way as in the initial survey, the results
have been graphically represented in comparison with
the initial data and, in this way, to check if there is a
perceptible improvement for the players in the
different sections.
Regarding registration process, by guiding the
registration step by step, using understandable
language and dispensing with external accounts (e-
mail, Google) for this purpose, confusion among
players has been reduced. The results of the question
about whether users find hard to understand what data
has to be entered for starting playing give are that the
average initial score was 3.20, and the final average
score is 1.20, so this point has been cleary improved.
Regarding the album, now players can quickly see
the list of the memories they have collected and which
ones they have not. In addition, the game guides them
to this section after getting a souvenir so that they can
see their collection. As a result, player comprehension
has increased considerably. The average initial score
of this question is 2.20, and the average final score is
4.60, so users now understand quite better this feature
of the game.
8 CONCLUSIONS AND FUTURE
WORK
After knowing the functionalities of the application
and, subsequently, having studied both the context in
which it is located and its users, as well as different
design considerations to create a satisfactory gaming
experience, a new prototype of the application has
been made as a result of the work. In this prototype,
some of the problems found in the initial design of the
application are solved, and other functionalities are
added to improve and complete the game experience.
Some of the most relevant observations extracted
throughout the project are going to be mentioned
now.
Firstly, it is very complicated to design and
evaluate a digital prototype or a game experience
focused on the use of a mobile device for users who
initially have no prior interest or knowledge of the
field. The design consists of meeting the needs of a
specific user and, through this experience, we try to
create a playful activity that stimulates curiosity and
memory, connects with other people and improves
their social-affective environment, not only through
the game, but also by learning how to use the mobile
device as a communication tool.
Because it is difficult to introduce all these values
and relate them to the game to an older adult who
rejects technology, some social pressure from other
individuals in his environment is necessary, as well as
support and motivation from experts (therapists and
monitors). From that first push and through repetition
over several sessions, we would try to gradually
replace human assistance with virtual assistance, with
the aim that the user would gain independence and
self-sufficiency with the use of the mobile device,
increasing self-confidence and capabilities.
We have also observed that the contents of the
album (memories) cannot be static either, as players
get bored after a while and play several game sessions
with the same themes. It is necessary to update the
contents from time to time and vary the theme as
mentioned above to appeal to the curiosity of the
players in different fields: current affairs, nature,
science, cultures, countries or cities. In this way, the
activity would last over time, and the dynamics would
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be educational, simulating the experience of being in
an interactive museum.
Moreover, it is necessary to highlight the
difficulties when running user tests, due to the
limitations of the prototype shown to the players.
Focused on interfaces and only being able to create
static screens, this representation of the application
does not match the interaction and stimuli that the
user receives in the real application (audio tracks,
camera, interactive assistant, etc.), so it is difficult to
explain to the user what exactly happens without
having played the initial design of the game. This act
of imagination on the part of the user hinders his/her
conception of the game.
Despite these difficulties, players have noticed an
improvement over the previous design in several key
areas, such as the use of a mascot as a virtual assistant,
a clearer album listing and more user-friendly
navigation through memories. Regarding other more
complex features, designed for more experienced
players, such as the team system and commenting
memories, it has been found that players are open to
them and consider that they complement their gaming
experience, although a real gaming environment over
several sessions would be necessary to evaluate them
rigorously.
The next step to take this project to a real
application, which provides the benefits described in
the previous sections and meets the needs of a
segment of vulnerable users and at risk of exclusion
due to their physical limitations and low
technological knowledge, is the translation of the
interfaces and game systems defined to a real
application. Even the modification of the original
design and implementation of the new functionalities
would be interesting, since a large part of the contents
are already implemented. In this way, it would be
possible to count on the opinion of the original
players, who are in their usual game environment,
already familiar with the mechanics of memory
capture. Ensuring that seniors are truly connecting
with the attendant and growing interest in the game in
the community is data that can provide valuable
information for ensuring the mental, emotional and
physical health well-being of older adults over time.
As for future evaluations of the redesign and its
possible implementations, these will be carried out in
such a way that quantitative information can be
gathered to allow a data analysis from which valuable
conclusions can be drawn.
ACKNOWLEDGEMENTS
This work has been partly funded by the Spanish
Science and Innovation and University Ministry
(MCIU), the National Research Agency (AEI) and
the EU (FEDER) through the contract PID2022-
136779OB-C31 and by the Aragonese Government
(Group T60_23R).
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