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Intuitive Interaction Experiences with User Groups

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Book cover Clinical Rehabilitation Experience Utilizing Serious Games

Abstract

In this book chapter, we will reflect on our experiences gained in the context of testing solutions like those of the SafeMove project. The project aimed to increase the mobility of the elderly, both near their home and on journeys. Currently, elderly people often avoid leaving their home because they feel insecure outdoors. They might have different health problems, sometimes depression and cognitive disorders. As a consequence, their reduced presence in normal daily life results in social isolation. The design of the SafeMove system is intended to encourage self-confidence in peoples’ own abilities by providing home-based physical and cognitive training as well as location-based aids during outdoor life activities. The actual use of technology seemed appropriate as a potential support for this purpose. Conversely, the question arises; does the target group accept those devices and what results in an optimal user experience? Thus, it is not only about interaction but in this case about intuitive interaction. However, what makes an interaction intuitive? Interaction is intuitive when we intuitively (in advance) know how the interaction works. This is especially important when we assume people experience neurocognitive disorders at an early stage.

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Correspondence to Marten Ellßel .

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Ellßel, M., Knackfuß, P., Lawo, M. (2018). Intuitive Interaction Experiences with User Groups. In: Lawo, M., Knackfuß, P. (eds) Clinical Rehabilitation Experience Utilizing Serious Games. Advanced Studies Mobile Research Center Bremen. Springer Vieweg, Wiesbaden. https://doi.org/10.1007/978-3-658-21957-4_7

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  • DOI: https://doi.org/10.1007/978-3-658-21957-4_7

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  • Publisher Name: Springer Vieweg, Wiesbaden

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  • Online ISBN: 978-3-658-21957-4

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