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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