Design of a Digital Solution to Motivate Older Adults to Follow
Cognitive and Physical Training for an Active and Healthy Ageing
Valentina Guadagno
1a
, Ana Isabel Martins
2b
, Christina Schneegass
1c
, Tilman Dingler
1d
,
Joana Pais
3e
, Nelson P. Rocha
2f
and
Jos Kraal
1g
1
Delft University of Technology (TU Delft), Delft, Netherlands
2
Institute of Electronics and Informatics Engineering of Aveiro (IEETA), University of Aveiro, Portugal
3
Neuroinova, EPIUnit—Epidemiology Research Unit, Institute of Public Health, University of Porto, Portugal
Keywords: Digital Solution, Cognitive Training, Physical Training, Active Ageing, Healthy Ageing.
Abstract: Active and healthy ageing depends on maintaining physical and cognitive activity, but it is still challenging
to motivate older adults to participate in regular training. This paper describes the iterative design and
evaluation of a digital platform for increasing older adults' motivation to perform physical and cognitive
exercises. The digital solution was designed and evaluated in four iterations with a total of 13 older adults.
The first stage focused on identifying effective communication methods, including different formats of
instructional delivery and feedback, as well as tone. The second stage explored the combination of physical
activity with cognitively stimulating activities, such as brain games, sport, and hobbies, to find the most
motivating combinations. The final stage developed the prototype further by integrating motivational
elements into one coherent design, emphasizing clarity, guidance, and user agency. The final evaluation
reviewed the overall design, including the importance of adaptive systems that dynamically adjust the
difficulty level to align with users' physical and cognitive abilities to increase motivation. This study
contributes to the growing field of participatory design within digital health interventions, aligning with best
practices that emphasize the need for dynamic user involvement in all stages of development.
1 INTRODUCTION
Europe's aging population is increasing, leading to
health and social challenges such as reduced
independence, higher disease incidence, and
increased healthcare costs (Bernì et al., 2023).
Promoting active living through combined physical
and cognitive training can mitigate these issues,
enhancing well-being and delaying age-related
decline (Chan et al., 2020; Sanchini et al., 2022).
While such interventions are effective, they often
require specialized resources that are not always
accessible. Information and communication
a
https://orcid.org/ 0009-0007-0375-9644
b
https://orcid.org/0000-0002-5220-0528
c
https://orcid.org/0000-0003-3768-5894
d
https://orcid.org/0000-0001-6180-7033
e
https://orcid.org/0000-0003-4663-8184
f
https://orcid.org/0000-0003-3801-7249
g
https://orcid.org/0000-0001-9667-6926
technology (ICT) offers a scalable solution, enabling
remote delivery of training programs via digital
platforms. These tools integrate physical and
cognitive exercises through sequential, simultaneous,
or gamified approaches, making training more
engaging and accessible (Vozzi et al., 2022; Gavelin
et al., 2021).
The ACTIVAS project addresses these challenges
by integrating a tailored physical exercise module
into COGWEB, an existing cognitive training
platform (Baptista et al., 2023; Cruz et al., 2014).
Following guidelines for progression and
individualization, ACTIVAS offers functional,
Guadagno, V., Martins, A. I., Schneegass, C., Dingler, T., Pais, J., Rocha, N. P. and Kraal, J.
Design of a Digital Solution to Motivate Older Adults to Follow Cognitive and Physical Training for an Active and Healthy Ageing.
DOI: 10.5220/0013434300003938
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 343-351
ISBN: 978-989-758-743-6; ISSN: 2184-4984
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
343
aerobic, muscle-strengthening, and balance exercises
to support older adults at risk of decline.
Despite its potential, prior research highlighted
motivation as a key barrier to engagement. This study
presents the redesign of the digital platform, focusing
on enhancing user motivation through a participatory
design approach, where users and stakeholders were
engaged in an iterative process of prototype
evaluation and improvement. The final evaluation
results offer insights into usability and engagement,
informing future improvements.
2 METHODS
The study followed a user-centered iterative design
process across four stages to refine and validate the
digital platform aimed at motivating older adults to
engage in cognitive and physical training.
Each iteration involved the development of a
digital platform prototype with specific elements, and
tested a specific hypothesis related to the motivational
features of the prototype, assessing the potential
impact of various design components on user
engagement.
Additionally, each session included a
conversation with participants to explore potential
barriers to engaging in remote physical exercises, as
well as factors that could enhance their motivation,
which provided insights to shape the subsequent
prototype.
2.1 Iteration 1: Testing the Interaction
The first iteration aimed to evaluate the
communication features of the platform, specifically
identifying which methods of interaction, instruction
delivery, and feedback were most motivating for
users. This test focused on the hypothesis that
effective communication and interaction methods
between the user and the platform are essential for
enhancing user motivation. An interactive prototype
of the platform was created using mockups (Figure 1).
A simulated session consisted of three exercises, each
designed to test different approaches to delivering
instructions, feedback, and tone of communication. In
this session, the first exercise utilized a step-by-step
explanation with 2D animations, a neutral tone, and
an audio feedback mechanism, allowing participants
to record their responses. The second exercise was led
by a dynamic gym instructor presented in a single
video format, enhanced by background music to
encourage engagement. The third exercise combined
a step-by-step explanation with a video of a
physiotherapist and supportive text, using a kind yet
scientific tone to emphasize the health benefits and
necessary information. Figure 2 illustrates the setup
for this test.
During the procedure, participants were asked to
simulate the exercise session by following the on-
screen instructions while engaging in a think-aloud
protocol, voicing their actions and thoughts to
provide real-time feedback. They were then asked to
evaluate each communication approach, assessing
which methods of instruction delivery, feedback, and
communication tone they found most motivating and
explaining the reasons behind each preference.
Figure 1: Prototype mock-ups from Iteration 1 representing
the three exercises shown during the test.
Figure 2: Set-up for the Iteration 1 test.
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2.2 Iteration 2: Integrating Cognitive
and Physical Activities
The second iteration aimed to test the hypothesis that
pairing physical exercise with an additional engaging
cognitive activity would make the exercise more
motivating compared to performing the exercises
alone. This iteration was structured to present three
different types of activities alongside physical
exercises: games (including cognitive tasks, quizzes,
and riddles), sports (such as tennis, baseball, bowling,
and dancing), and hobby-based activities (like
reading, painting, or playing music). An
unaccompanied physical exercise was also included
to assess whether this added element truly enhanced
motivation. The goal was to determine which of these
activity categories participants found most engaging
and why, while also assessing whether users could
successfully perform both the physical and cognitive
tasks simultaneously. The participants were asked to
rate the exercise’s engagement, enjoyment, and ease
of understanding on a Likert scale from 1 to 5. A score
of '1' indicated 'not engaging or enjoyable at all' or
'not easy at all,' while '5' represented 'very engaging
and enjoyable' or 'very easy to understand and
perform'. These ratings provided a framework for
identifying which activity types resonated most with
participants and clarified their preferences.
The test setup involved a session consisting of 11
tasks, each integrating a physical exercise or an
activity from one of the categories, as shown in
Figure 3. The tasks were divided into (4) game tasks,
(4) sport-based tasks, (3) hobby-based tasks, and (1)
physical exercise alone. The prototype for this test
session, along with detailed descriptions of each task,
is illustrated in Figure 4.
Both physical and cognitive tasks were kept at a
low difficulty level to ensure that participants of
varying skills and abilities could easily perform them.
At the end of the session, participants were asked to
indicate their preferred category and provide
feedback on their experiences, particularly in terms of
motivation.
Figure 3: Set-up for the Iteration 2 test.
Figure 4: Prototype screens from Iteration 2 representing
the four kind of exercises shown during the test.
2.3 Iteration 3: Converging the Insights
into One Concept
The third iteration aimed to converge and test the
most effective motivational elements identified in
previous iterations, examining how they could be
applied in a cohesive design, integrating aspects of
communication and interaction with the activities that
were found to enhance motivation, and assessing how
these elements could be combined in an actual
exercise session. This iteration also focused on
gathering feedback to refine the final design.
Although the final design featured various
exercise activities, this test was designed to refine the
integration of communication, feedback, and activity
engagement within one exercise to ensure its
effectiveness. The prototype, shown in Figure 5,
simulated a session that included the following
components:
An introduction outlining essential
information, such as exercise details,
duration, required materials, and expected
benefits
Step-by-step instructions for the exercise,
supported by examples
The exercise itself
The chosen exercise for this prototype was
"Remember the Sequence," a game introduced in the
second iteration. In this game, users watched videos
showing a sequence of movements, each new video
adding an additional movement to the previous
sequence. After each video, users were asked to
repeat the sequence from memory, with the task
becoming progressively more challenging as the
number of movements increased. Figure 6 illustrates
the test setup. After completing the session,
participants were asked to provide open feedback on
the integration of motivational elements and the
overall concept and also to rate the prototype based
on how well it embodied motivational qualities
Design of a Digital Solution to Motivate Older Adults to Follow Cognitive and Physical Training for an Active and Healthy Ageing
345
identified from previous iterations: engaging and
guiding, along with a new quality introduced in this
phase, in control. Participants rated each aspect on a
Likert scale from 1 to 5, with '1' indicating 'not at all'
and '5' indicating 'very much'.
Figure 5. Prototype screens from Iteration 3 representing
the three components of the session.
Figure 6. Set-up for the Iteration 3 test.
2.4 Final Evaluation: Testing the
Complete Platform
The final evaluation involved testing the ultimate
version of the platform prototype. As part of the
evaluation to understand whether the design
successfully motivated users to perform the exercises,
the evaluation also aimed to uncover critical aspects
related to designing digital platforms for older adults,
particularly those with potential cognitive
impairments. Special attention was given to ensuring
that the instructions were clear, and the tasks were
easily understood and executed without confusion.
The test setup, shown in Figure 7, involved a
session with four tasks that combined cognitive
activities with corresponding physical exercises.
To accommodate different skill levels, two
difficulty settings were incorporated into both
cognitive and physical tasks. This approach ensured
that participants encountered an appropriate level of
challenge, avoiding boredom from tasks that were too
easy or frustration from tasks that were too difficult—
following the principles of Flow Theory (Csíkszent-
mihályi, 1975).
Participants followed the tasks while verbalizing
their thoughts, and their actions were closely
observed to gain insights into potential errors or
patterns of behaviour. After completing the session,
participants provided open feedback on the overall
experience and rated a Likert scale ranging from 1 to
5, focusing on three factors: engagement, challenge,
and clarity.
Figure 7. Set-up for the final evaluation test.
3 RESULTS
This study included a total of 13 participants across
four iterations. In the first iteration, three participants
(two females and one male) with a mean age of 74.33
years (SD = 6.5) were included. The participants had
varying levels of physical activity: one with low, one
with moderate, and one with high levels. Two
participants were cognitively healthy older adults,
while one had a diagnosis of Alzheimer’s disease at
its first stage and was a COGWEB user.
In the second iteration, three participants (one
female and two males) with a mean age of 61.7 years
(SD = 4.2) participated. Their physical activity levels
were distributed as follows: one engaged in moderate
activity, one in low activity, and one did not engage
in any physical activity. Two participants were
cognitively healthy older adults, and one had
experienced a stroke in 2010.
In the third iteration, three participants (two
females and one male) with a mean age of 66.3 years
(SD = 5.8) took part. Among them, one engaged in
high levels of physical activity, one in moderate
activity, and one did not engage in any physical
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activity. Two participants were cognitively healthy,
while one had a stroke in 1988.
The final iteration consisted of the final
evaluation, with four participants aged 51 to 74 years
(mean age = 61.5, SD = 9.7). These participants had
either moderate or low physical activity levels. Three
participants were cognitively healthy older adults,
while one had a brain injury and was a COGWEB
user.
3.1 Iteration 1: Testing the Interaction
The results of the first test iteration revealed key
preferences and needs among participants regarding
the platform’s communication features. Participants
expressed a clear preference for instructions delivered
by a real person, ideally a familiar physiotherapist, as
this enhanced trust and credibility. As one participant
stated, “I like the way she talks; she is nice, clear, and
slow. I can follow her and do the exercises while she
explains”. Video instructions were generally
preferred over step-by-step formats, though
participants appreciated visual animations with
concise explanations for their clarity.
Instructions were most effective when
straightforward, avoiding abstract language or
excessive detail, and when paired with an overview
that included necessary materials and session
duration. Participants favoured a tone that was kind
but concise, as opposed to overly energetic
encouragement. They also responded positively to a
sense of accomplishment from progress-tracking
features, and found the feedback modalities more
clear and understandable when conveyed with a
diversity of media, such as visuals paired with text
and graphics. Simple, closed questions were easier to
process than open-ended prompts, highlighting the
need for clear guidance using multimedia formats
(e.g., voice, images, and video) to accommodate
potential sensory impairments. Additionally, they
preferred linear navigation over screens requiring
multiple selections, and found practical information
about exercise benefits to be more motivating than
scientific explanations.
This feedback provided insights into the
communication strategies that most effectively
encourage users to engage in physical exercises
within the platform.
3.2 Iteration 2: Integrating Cognitive
and Physical Activities
Results showed that exercises combining physical
exercise with cognitive tasks, like bingo paired with
movement, received the highest average scores in the
'engaging and enjoyable' category, suggesting that
integrating mental challenges alongside physical
activity offered a more motivating experience
compared to exercises alone. Conversely, purely
physical exercises were rated highly only by
participants with active lifestyles, while sedentary or
less active individuals scored these activities lower,
indicating the need for additional interactive elements
to sustain engagement for these users.
Activities simulating participants' hobbies, such
as mimicking tasks while performing movements,
received lower scores in 'ease of understanding,'
reflecting the difficulty participants encountered
when required to focus on two simultaneous tasks. As
one participant noted, Now I find the bingo fun and
easy enough. But when I was recovering from the
stroke, I would have never been able. It’s important
that this exercise is adapted for every condition”. The
quantitative insights from this evaluation, detailed in
Figure 8, highlight that participants rated exercises
incorporating cognitive challenges, interactive
elements, and a combination of physical movement
with non-physical tasks as the most engaging
(exercises 5, 6, 7 and 10). Conversely, exercises
perceived as less engaging, typically those relying on
simple imitation or tasks, deemed too easy received
lower scores (exercises 2, 3, 8, 9 and 11). Despite this
variation in engagement, most exercises scored well
(>3) in terms of ease of understanding and clarity,
with the exceptions of exercise 8 and exercise 10
which received comparatively lower scores in these
categories.
These findings informed the refinement of the
platform's design.
Figure 8. Bar chart representing the average participants’
score for each exercise.
3.3 Iteration 3: Converging the Insights
into One Concept
After integrating the insights from the steps above
into one prototype exercise, users scored the
prototype highest in control (5/5) and guiding (4.5/5)
indicating that participants felt well-supported and
capable of following and performing the exercises
Design of a Digital Solution to Motivate Older Adults to Follow Cognitive and Physical Training for an Active and Healthy Ageing
347
correctly. Participants appreciated the clear overview,
the use of multimedia formats such as words, images,
and animations during explanations, and the sample
examples provided. As one participant mentioned,
The instructions were clear to me only when the
example was provided. I understood in that moment
what I had to do”. However, the prototype scored low
in engagement (2/5), with feedback suggesting that
the physical exercises were too easy for most users,
making them less stimulating and engaging.
Participants expressed a desire for more challenging
physical activities and emphasized the importance of
tailoring exercise difficulty to individual abilities: I
like the idea of playing with physical exercises, but
these ones are too easy. I’d like more challenging
exercises”.
The insights and ratings from this test highlight
the value of integrating cognitive challenges with
varied and adequately challenging physical activities.
The feedback further suggests that instructional
clarity should remain a priority to maintain a sense of
control for users at different ability levels. These
insights informed the final design’s refinement.
Quantitative results can be viewed in Figure 9.
Figure 9. Bar chart representing the average scores given by
participants’ score for each quality.
3.4 Final Evaluation: Testing the
Complete Platform
The final prototype design, resulting from the four
iterations and shown in Figure 10, incorporates a
dual-task component featuring a series of cognitive
tasks in the form of exergaming, requiring physical
responses from users. Each session begins with an
overview provided by the patient’s physiotherapist,
who remains present throughout to guide the
exercises. Clear and instructive videos accompany
each activity, ensuring ease of understanding.
The sessions include four games designed to
target specific cognitive and physical skills:
1. Remember the Sequence: Patients observe
and memorize a sequence of movements
displayed on the screen, then replicate them.
As the sequence lengthens, the cognitive and
physical challenges increase, enhancing
memory and coordination.
2. Bingo: This game combines traditional
bingo with physical exercise, focusing on
attention and processing speed. Patients
interact with a digital bingo table,
performing a specific movement whenever a
called number matches one on their table.
3. Follow the Arrow: Patients respond to
arrows displayed on the screen, each
indicating a specific movement. As arrows
light up, users perform the corresponding
actions, sharpening executive functions and
processing speed.
4. Follow the Rhythm: Patients tap their feet in
rhythm with a piano melody, guided by
visual cues—right foot for green keys and
left foot for red keys. This activity improves
coordination and rhythm while supporting
executive function development.
At the end of each session, patients provide
feedback through a survey, enabling personalized
adjustments to future exercises. A progress report
summarizes their activities, celebrating achievements
and identifying areas for improvement.
Figure 10. Screens from the final prototype design.
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Figure 10. Screens from the final prototype design (cont.).
The final evaluation’s results, illustrated in Figure
11, indicated that participants rated the concept
highly for both engagement (mean of 4,75 out of 5)
and guiding (mean of 4.68 out of 5), reflecting a
generally positive experience with the platform.
However, the average score for clarity was notably
lower (mean of 4.01 out of 5), indicating room for
improvement in effectively conveying instructions to
ensure participants fully understood the tasks at hand.
Despite some initial confusion leading to mistakes,
participants were able to correct these errors by
reviewing the instructions or during the exercise
itself. One participant noted, I’d love it if this was
implemented into COGWEB®. I’d feel even prouder
to complete the sessions if I am also improving my
physical abilities besides the cognitive ones”,
highlighting the value of integrating physical and
cognitive tasks.
The combination of physical exercises and
cognitive challenges was particularly well-received,
as participants reported a satisfactory level of
engagement where the difficulty level matched their
abilities, fostering eagerness to continue. The
presence of a physiotherapist in the instructional
videos further enhanced participants’ sense of
guidance, trust, and credibility. Although some
usability issues were identified, such as unclear
animations and repetitive movements in specific
exercises, these did not significantly detract from the
overall positive feedback. The findings suggest that
the final design effectively embodies the motivational
qualities, providing a dual challenge that could make
physical exercise more appealing to a broader
audience, especially for sedentary users who may be
motivated by the cognitive elements.
Figure 11. Bar chart representing the average participants’
score for each exercise considering engagement, challenge
and clarity factors.
4 DISCUSSION
The findings from this study highlight several key
insights for designing digital solutions aimed at
motivating older adults to engage in physical and
cognitive training for active and healthy ageing.
Across all iterations, engagement was identified as a
critical factor for sustained participation in the
platform. Activities combining physical and
cognitive challenges, such as movement-based bingo,
were consistently rated as the most enjoyable and
motivating. This supports existing research that
shows gamified elements and dual-task activities can
enhance motivation in older adults by creating a sense
of purpose and enjoyment during exercise (Lister et
al. 2014). However, purely physical exercises
received mixed responses, with more active
participants finding them engaging while sedentary
users required additional interactive elements.
A key finding of the study was the positive
reception of exercises that integrated physical and
cognitive tasks. Participants valued the dual
challenge, which not only made the exercises more
enjoyable but also contributed to a sense of
accomplishment. This aligns with evidence
suggesting that combining physical and cognitive
training can have synergistic benefits for brain health
and overall well-being in older adults (Eggenberger
et al. 2015).
The user’s feedback indicates that these dual-task
exercises may be particularly effective for sedentary
Design of a Digital Solution to Motivate Older Adults to Follow Cognitive and Physical Training for an Active and Healthy Ageing
349
individuals, who might be more motivated by
cognitive aspects than by physical activity alone.
However, it is essential to ensure that such tasks
remain accessible and understandable, especially for
users with lower baseline capabilities or cognitive
impairments.
Clear and concise instructions were also essential
to ensure participants could easily understand and
follow the exercises. Feedback from all iterations
emphasized the importance of using multimedia
formats, such as videos, images, and animations, to
accommodate sensory impairments and different
learning preferences. Participants consistently
reported that providing examples of the exercises
enhanced their comprehension and confidence, which
is consistent with the results of Yang et al. (2022)
study.
However, the lower clarity ratings during the final
evaluation suggest room for improvement in
conveying instructions. Issues such as unclear
animations and overly simplistic instructions for
certain tasks may hinder user comprehension,
particularly for older adults with cognitive
impairments. This reinforces the need for iterative
usability testing to refine the instructional design,
ensuring accessibility and ease of use, which will be
conducted in future work.
The final iteration also demonstrated that
participants were most motivated when the difficulty
level of activities aligned with their abilities,
influencing positively their level of engagement. This
finding underscores the importance of adaptive
systems that dynamically adjust the challenge level
based on the user’s physical and cognitive abilities to
maintain engagement over time.
The study revealed significant variability in
preferences and capabilities among participants,
highlighting the need for personalized approaches.
Participants expressed a strong preference for tailored
exercises, both in terms of physical and cognitive
difficulty. The variability in engagement levels
observed in this study, particularly between more
active and sedentary participants, suggests that a one-
size-fits-all approach is insufficient. Instead, adaptive
difficulty levels and tailored content are critical for
sustaining motivation. Personalization and adaptation
emerged as a key requirement in our study, reflecting
broader trends in the literature (Laukka et. Al. 2024).
The inclusion of physiotherapists in the
platform’s instructional videos enhanced trust and
credibility, further motivating participants to engage
with the program. The same was verified in the
studies of Boucher & Railer (2024) and Wiśniewska
et.al (2021). This study also contributes to the
growing literature on participatory design in digital
health solutions. The iterative design process used in
this study aligns with best practices outlined by
Sanders & Stappers (2020), which stress the
importance of actively involving users and
stakeholders throughout every phase of product
development. By addressing usability and
engagement issues through iterative refinement, this
study demonstrates how participatory design methods
can lead to solutions that meet the specific needs of
older adults. Despite these contributions, several
limitations should be noted. The small group of
participants limits the generalizability of the findings,
and most participants were cognitively healthy, while
the platform component is intended for integration
into a software system aimed at individuals with
cognitive impairments. Additionally, all tests were
conducted face-to-face, which may have positively
influenced engagement and motivation. These
conditions differ from the intended remote use of the
platform, where user interaction dynamics could vary
significantly. Future studies should address these
limitations by including a larger and more diverse
sample, incorporating users with varying degrees of
cognitive impairment, and testing the platform in a
remote setting.
5 CONCLUSIONS
This study demonstrates the feasibility and potential
benefits of a digital platform designed to motivate
older adults to engage in cognitive and physical
training. The iterative design process revealed several
key principles for creating an effective and engaging
solution, including clear, concise, and multimodal
instructions, tailored exercises and adaptive difficulty
levels, and the inclusion of instructions provided by
trusted professionals, such as physiotherapists. While
the platform showed promise in fostering engagement
and motivation, further improvements are needed to
address usability issues and refine the design. Future
work should focus on validating the platform's
effectiveness, as well as exploring long-term
adherence. The study contributes to the growing field
of digital health interventions for ageing populations
and provides a foundation for developing solutions
that promote active and healthy ageing through
combined cognitive and physical training.
ICT4AWE 2025 - 11th International Conference on Information and Communication Technologies for Ageing Well and e-Health
350
ACKNOWLEDGEMENTS
The authors acknowledge the use of generative AI,
specifically OpenAI's ChatGPT, to support the
refinement of the text.
FUNDING
This study was funded by the PRR—Plano de
Recuperação e Resiliência, and by the
NextGenerationEU funds at the University of Aveiro,
through the scope of the Agenda for Business
Innovation “HfPT—Health from Portugal” (Project
no. 41 with the application C644937233-00000047).
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