Supporting diverse input mechanisms in multi-device environments.

Designers should create activity tracking systems for older adults by integrating multiple input options like speech and touch to reduce cognitive and input burdens.

About this paper

The author conducted a study with two parts: a 7-day activity journaling using a smartwatch app for verbal reports, and a reflective interview with participants.

The interview aimed to assess the meaningfulness and desirability of participants' daily activities using screen-shared spreadsheet data.

Here are some methods used in this study:

Reflective Interview Thematic Analysis

Which part of the paper did the design guideline come from?

“In the semi-structured interview, we began by asking about their educational, occupational, and skill backgrounds, and if their jobs involve data work. For those who are retired, we probed diferences in activities pre-and post-retirement, enabling insights into the impact of major life events on routines. We also asked about their technical profciency, use of various technology devices, familiarity with tracking technology and speech based systems, and general screen time. Next, we guided (...)” (Section 3.1.2: Reflective interview)

Wang, Y., Li, M., Kim, Y.-H., Lee, B., Danilovich, M., Lazar, A., Conroy, D. E., Kacorri, H., & Choe, E. K. (2024). Redefining Activity Tracking Through Older Adults’ Reflections on Meaningful Activities. Proceedings of the CHI Conference on Human Factors in Computing Systems.

Inspiration and scope

In this paper, the authors explored older adults' characteristics in designing activity labeling or tracking systems.

You are designing for children, aiming to create an immersive VR education tool. Your design context and the paper's context differ in that older adults may have cognitive declines and unfamiliarity with technology, while children are more adaptable but need engaging designs. At the same time, both benefit from clear instructions. For older adults, such clarity addresses cognitive decline, and for children, it accommodates their limited reading skills.

Also, older adults may face physical limits like reduced fine motor control, affecting activity tracking designs. In contrast, children are more capable but easily distracted, which the VR tool must manage safely. At the same time, both need engaging designs. For older adults, this means maintaining interest and use, while for children, engaging elements are key for attention and learning. Techniques like gamification could boost engagement in both contexts.

By leveraging these similarities, you could design a VR education tool that uses clear instructions and engaging elements like visual prompts, voice assistance, and gamification. This keeps children engaged and enhances their educational experience.

Your input

  • What: VR education tool
  • Who: Children
  • Design stage: Ideation, Evaluation

Design ideas

Consider the following components for your design:

1

Integrate colorful, animated characters as guides for visually guided prompts.

2

Implement a voice assistance system with a friendly, child-like voice for instructions.

3

Develop mini-games that align with educational content, offering instant rewards for task completion.

Methods for you

Consider the following method(s) used in this paper for your design work:

Semi-Structured Interviews

Using semi-structured interviews can help gather insights on how children react to different VR education tools, providing qualitative data on usability, engagement, and learning outcomes. Keep in mind to frame questions that are age-appropriate and make children feel comfortable sharing their honest opinions.

Thematic Analysis

Thematic analysis can help identify patterns or themes in children's feedback and usage of the VR education tool, allowing you to understand common issues and preferences. Ensure to code the data consistently and review it iteratively to refine themes.

Metrics for you

Consider the following metric(s) used in this paper to evaluate your design work:

Engagement

Measuring engagement in VR through interaction time can help gauge children's interest and attention span. Designers should ensure that the VR content is appealing and consider breaks to avoid fatigue, given children's limited attention spans.

User Satisfaction

Assessing satisfaction post-use can provide insights into how much children enjoyed and benefited from the VR education experience. Designers should interpret feedback carefully, considering the age-appropriate language and the comfort of children in expressing their opinions.

[Table 1] From this figure, you can get insights into categorizing and assessing various interaction activities, which can inform brainstorming and evaluation for a VR education tool for children.